US20040242294A1 - Game performing method, storage medium, game apparatus, data signal and program - Google Patents
Game performing method, storage medium, game apparatus, data signal and program Download PDFInfo
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- US20040242294A1 US20040242294A1 US10/792,899 US79289904A US2004242294A1 US 20040242294 A1 US20040242294 A1 US 20040242294A1 US 79289904 A US79289904 A US 79289904A US 2004242294 A1 US2004242294 A1 US 2004242294A1
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- game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/828—Managing virtual sport teams
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8052—Ball team management
Definitions
- This invention relates to game performing method for executing a given sports game.
- the “competition period” herein refers to a period which players play the games to win the championship during a predetermined schedule.
- Examples of such games are baseball games in which a plurality of teams play a plurality of official games during the virtual pennant race period (official game period; competition period), and soccer games in which a plurality of club teams play league games.
- These official game type (pennant race type) sports games feature events to change the configurations of player characters owned by groups, as in the real sports world. Examples of such events include the so-called “trade” or “transfer,” in which groups exchange a player character with another player character or money, and “foreign player acquirement” or “scout,” in which a new player character is added to a group through a contract or persuasion.
- a scouting character (corresponding to a scout man) is operated by the game player to move on a predetermined map, a scouting event occurs to the group when the scouting character comes across another character, and the scout is determined to be a success or failure based on the play results of a mini-game in the event (see, for example, JP-Tokukai-2000-167244A; for all claims).
- the success or failure of a scout of a player character to a group is determined based on the results of a persuasion, in which the game player makes a selection of words of scouting as imagining (reading) the personality of the player character (see, for example, JP-Tokukai-2001-276433A; for all claims).
- a player character released from a group is brought to an auction, in which bids are made, each group using its virtual fund to acquire the player character (see, for example, JP-Tokukai-2002-263367A; for all claims).
- the game player manages a group, changes the configuration of player characters owned by the group through events such as scouts and trades, and increases its strength by changing the team arrangement for official games, thereby advantageously proceeding with the game.
- This invention has been made in view of the above-described problems, and has an object of realizing configuration changes of player characters owned by groups which are made based on the determination on circumstances of the game that change as the game proceeds, thereby enhancing the appeal of the game.
- a game performing method for executing a given sports game which is proceeded by performing match-ups by a plurality of teams arranged for every game by each of a plurality of groups owning a plurality of player characters a plurality of times during a virtual competition period, comprises:
- a game device for executing a given sports game which is proceeded by performing match-ups by a plurality of teams arranged for every game by each of a plurality of groups owning a plurality of player characters a plurality of times during a virtual competition period, comprises:
- a group parameter varying section for varying a value of a group parameter provided for each of the groups according to a proceeding of the game
- a change-intended group determining section for determining a change-intended group, of which configuration of owned player characters is to be changed by addition and/or release thereof, among the plurality of groups;
- a change approval/disapproval judging section for judging approval or disapproval of a change of a configuration of owned player characters of the change-intended group based on the value of the group parameter of the change-intended group at the moment;
- a player character configuration changing section for changing the configuration of owned player characters of the change-intended group, when it is judged that the change is approval.
- the “competition period” herein refers to a period which players play the games to win the championship according to a predetermined schedule.
- group parameters set for each group can be varied according to the proceeding of the game. Furthermore, based on the group parameter values, the approval or disapproval of a configuration change of owned player characters of a group can be determined. That is, the approval or disapproval of a configuration change of owned player characters of the group can be issued with more realistic condition according to the state of the group, with respect to not only the group operated by the game player but also the other groups operated by the computer. Thus, a variety of potential effects and functions that a configuration change of owned player characters of a group have originally, the change performed by a trade or the like, can be brought out. Thereby the game can be more realistic and more attractive.
- the “game information” herein is equivalent to a program used in a game device or the like for computer processing.
- the method of the first aspect of the present invention further comprises:
- selecting a plurality of games from un-played games wherein the varying the value of the group parameter includes varying a value of a group parameter of a group having played the selected game, based on a match-up result content of the selected game.
- the method of the first aspect of the present invention further comprises:
- the game plan setting section can set virtual special event games.
- special event games may be a game broadcast on TV, an exhibition game, and a game inspected by the owner.
- the method of the first aspect of the present invention further comprises:
- the varying the value of the group parameter includes varying a value of a group parameter of a group having played the set special event game, based on the calculated virtual point.
- the above-described method it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, it is possible to calculate a virtual point based on the results and contents of a game. Examples of the virtual point may be a virtual TV rating if the special event game is a game broadcast on TV, or a bonus if a game inspected by the owner.
- the virtual point may have a tendency to become larger in the case of the so-called “good game,” in which the game contents are impressive, for example, the virtual point can be an index suitable for showing the group's potential.
- the calculation of virtual points can increase the importance of virtual special event games, and variations in the group parameter values based on the TV ratings can add the depth and reality to the world of the game.
- each of the player characters is provided with a popularity parameter showing the popularity thereof, beforehand;
- the calculating the virtual point includes using at least the value of the popularity parameter of a player character having participated in the set special event game, as the match-up result content of the set special event game;
- the method further comprises selecting a release-intended player character from the owned player characters of the change-intended group, based on at least the value of the popularity parameter;
- the judging the approval or the disapproval of the change of a configuration of owned player characters includes judging approval or disapproval of release of the selected release-intended player character, based on the value of the group parameter of the change-intended group at the moment;
- the changing the configuration of owned player characters includes changing the configuration of owned player characters of the change-intended group by releasing the selected release-intended player character, when it is judged that the release is approvable.
- the appearance of a popular player character contributes to the virtual point. If the virtual point of a game in which a player character with a high popularity parameter value shows in the lineup is larger than that of a game in which the player character did not show, for example, that can reflect the tendency in the real world also in the game.
- each of the player characters is provided with a popularity parameter showing the popularity thereof, beforehand;
- the calculating the virtual point includes using at least the value of the popularity parameter of a player character having participated in the set special event game, as the match-up result content of the set special event game;
- the method further comprises selecting an addition-intended player character, based on at least the value of the popularity parameter;
- the judging the approval or the disapproval of the change of a configuration of owned player characters includes judging approval or disapproval of addition of the selected addition-intended player character, based on the value of the group parameter of the change-intended group at the moment;
- the changing the configuration of owned player characters includes changing the configuration of owned player characters of the change-intended group by adding the selected addition-intended player character, when it is judged that the addition is approvable.
- the player character to be added to a group can be selected based on the popularity parameter value in the configuration change of player characters owned by the group.
- the virtual point of a game in which a player character with a high popularity parameter value shows in the lineup is larger than that of a game in which the player character did not show, for example, the addition of a player character with a high popularity parameter value to a group and the participation of the player character in a special event game can increase the virtual point and group parameter values of the group.
- an event such as a trade.
- the group parameter includes at least an average value of the virtual point of games played by the group
- the method further comprises calculating and updating the average value of the virtual point of each of the groups, each time the virtual point is calculated;
- the determining the change-intended group includes determining a change-intended group based on at least the average value of the virtual point of each of the groups.
- the average of the virtual points of games played by a group can be managed as a part of the group parameters. Since the virtual points can be an index suitable for showing the group's potential and popularity, the average value of the virtual points indicates the group's averaged potential and popularity.
- the selection of a change-intended group based on the virtual point average value can be arranged that a group with a low potential or popularity is selected with more priority to change its configuration of owned player characters, for example, thereby reinforcing the strength of or recovering the popularity of the group. That is, a trade in the game can have the same object and effect as those of a trade in the real world, thereby giving more depth and reality to the game.
- the determining the change-intended group includes determining a change-intended group based on the value of the group parameter of each of the groups.
- each of the player characters is provided with an attribute, beforehand;
- the determining a change-intended group includes determining a change-intended group based on the number of owned player characters that are provided with a predetermined particular attribute.
- a configuration change of player characters owned by a group can be made based on the number of player characters owned by the group that have a particular attribute.
- Such an attribute may be set as appropriate, and may include nationality, sex, age, popularity, fielding position, or the like of a player character. If a limitation is imposed on the number of player characters owned by a group that have a particular attribute, the disparity in strength between groups can be restricted, thereby balancing the strengths of groups. Alternatively, the number of limitation or the attribute of player characters subjected to a limitation can be varied for each group, thereby intentionally adding a characteristic to each group or changing the difficulty level of the game.
- the group parameter includes at least a virtual fund owned by a group
- the method further comprises generating a player character belonging to none of the groups and provided with an acquirement money amount;
- the judging the approval or the disapproval of the change of a configuration of owned player characters includes judging based on the acquirement money amount of the non-belonged player character and the amount of the virtual fund of the change-intended group at the moment, when the generated non-belonged player character is added as a change of the owned player characters.
- a non-belonged player character that belongs to none of the groups can be generated beside predetermined player characters, which allows the addition of a new player character to provide variation in a configuration change of owned player characters.
- Setting parameters of a generated player character at random can create a player character with an unpredictable characteristic to participate in the game.
- a group can change its configuration of owned players by the addition of a non-belonged player character to the group with the use of a virtual fund provided for each group, as in the real world, in which a group makes a contract with a new player to call in from outside, thereby adding more reality to the game.
- the virtual fund section the amount of currency in the game world owned by a group, and its unit may be the amount of money, number of points, number of items, or an imaginary unit.
- the determining the change-intended group includes determining two groups among the plurality of groups as change-intended groups;
- the method further comprises judging approval or disapproval of a trade between part of owned player characters of one group and part of owned player characters of the other group, among the two determined change-intended groups;
- the changing the configuration of owned player characters includes executing the trade of player characters to change the configuration of the owned player characters of each of the two determined change-intended groups, when it is judged that the addition is approvable.
- the determining the change-intended group includes determining varying a frequency of the determining change-intended group, according to the proceeding of the game.
- the method of the first aspect of the present invention further comprises determining a ranking of each of the plurality of groups according to each of game results as necessary during the competition period,
- determining the change-intended group includes determining the change-intended group based on the determined ranking.
- a configuration change of player characters owned by a group can be made according to the group's ranking in the official games. If a group with a lower ranking is more likely to be determined as a change-intended group than a group with a higher ranking, that can reproduce also in the game the state in which a weak group changes its configuration of owned player characters for the reinforcement of its strength, thereby enhancing the reality of the game.
- the determining the change-intended group includes determining the change-intended group before or after the competition period.
- a storage medium has information recorded thereon, when the information is loaded onto an operating device, the information making the operating device execute the method as described above.
- a data signal embodied in a carrier wave comprises information used for executing the method as described above.
- a program makes the operating device execute the method as described above, when the program is loaded onto an operating device.
- FIG. 1 is a diagram showing an example of a home game unit to which the present invention is applied;
- FIG. 2A and FIG. 2B are diagrams for describing the conceptual configuration of a team in the first embodiment
- FIG. 3 is a block diagram showing an example of the functional configuration of the first embodiment
- FIG. 4 is a diagram showing an example of the game schedule and TV on-air dates during the official game period, and corresponding to a screen displaying the game schedule to which the game player can refer to at any time during the game;
- FIG. 5A is a diagram showing an example of the calculation formula of a TV rating
- FIG. 5B is a diagram showing an example of TV rating setting information to which the TV rating calculating section refers in the calculation;
- FIG. 6A and FIG. 6B are diagrams showing an example of the player information in the first embodiment
- FIG. 7 is a diagram showing an example of the team information in the first embodiment
- FIG. 8 is a diagram showing an example of the baseball game setting information in the first embodiment
- FIG. 9 is a diagram showing an example of the negotiation contents information in the first embodiment
- FIG. 10 is a flowchart for describing the entire process of changing the configuration of player characters owned by a team
- FIG. 11 is a flowchart for describing the negotiation contents setting process in the first embodiment
- FIG. 12 is a flowchart for describing the negotiation contents setting process in the first embodiment
- FIG. 13 is a flowchart for describing the negotiation contents setting process in the first embodiment
- FIG. 14 is a flowchart for describing the player configuration changing process in the first embodiment
- FIG. 15A to FIG. 15B shows examples of game screens in the first embodiment
- FIG. 16 shows an example of the hardware configuration for implementing the home game unit of the first embodiment
- FIG. 17 shows an example of the exterior of an arcade game unit to which the present invention is applied.
- FIG. 18 is a functional block diagram showing an example of the functional configuration of the second embodiment
- FIG. 19 shows an example of the manager parameters
- FIG. 20 is a flowchart for describing the negotiation contents setting process in the second embodiment
- FIG. 21 is a flowchart for describing the negotiation contents setting process in the second embodiment
- FIG. 22 is a flowchart for describing the negotiation contents setting process in the second embodiment.
- FIG. 23 is a functional block diagram showing an example of the functional configuration of the third embodiment.
- a baseball game is exemplified in which a club owning a plurality of players arranges a team which repeatedly plays games over an official game period.
- the official game period herein refers to a competition period, corresponding to the so-called “pennant race period” or “championship season.” That is, the official game period is a virtual period which the players play the games to win the championship during a predetermined schedule.
- the present invention is not only applicable to a baseball game, but also to a game such as a soccer, basketball, volleyball, or hockey game, in which a club owning a plurality of players arranges a team which repeatedly plays games over an official game period.
- FIG. 1 is a diagram showing an example of a home game unit to which the present invention is applied.
- the home game unit 1200 has game controllers 1202 and a main unit 1210 , and is connected to a display 1220 equipped with a speaker 1222 .
- the game information required to execute the game is stored in the information storage medium detachable from the main unit 1210 , for example, a CD-ROM 1212 , an IC memory 1214 , and a memory card 1216 .
- the game information is obtained from an external device through a communication device 1218 which is equipped on the main unit 1210 and connected to a communication line 1230 .
- the communication line 1230 refers to a communication channel which allows data transmission and reception.
- the communication line 1230 may be a dedicated line (dedicated cable) for direct connection, a LAN through Ethernet (registered trademark) or the like, and a communication network such as a telephone network, a cable network, or the Internet, whether its communication method is wired or wireless.
- the main unit 1210 is equipped with a processing unit such as a CPU, and a reader for the information storage medium such as the IC memory 1214 and CD-ROM 1212 .
- the main unit executes various game processing based on the game information read from the CD-ROM 1212 or the like and operation signals inputted from the game controller 1202 , displays game screens on the display 1220 , and outputs game sounds from the speaker 1222 .
- the game player operates a direction key 1204 , a button switch 1206 , and the like provided on the game controller 1202 while watching the game screens shown on the display 1220 to enjoy playing the baseball game.
- the direction key 1204 is operated to select a player character to be the subject of a trade and the condition of the trade
- the push switch 1206 is operated to input the decision or the cancellation, for example.
- the baseball game in this embodiment six teams play 130 games in total against one another over the official game period set within one year in the game world to win the so-called “pennant race.”
- the game player selects any one of the six teams as the game player's team.
- the game player arranges a team from the player characters owned by the group (the same meaning as the player character belonging to the group, which may be hereinafter referred to as “owned player” as appropriate) to play a game against a team played by the computer (or by another player).
- the game player can input a variety of operations of pitching, fielding, base-running, batting, and the like to enjoy the baseball game.
- FIG. 2A and FIG. 2B are diagrams for describing the conceptual configuration of a team in this embodiment.
- owned player characters of each team 2 are constituted of domestic players 4 and foreign players 6 having different attributes, on which a domestic players quota and a foreign players quota are set, respectively, to limit the maximum number of players that can be in the roster.
- the foreign players quota is 4 .
- the configuration of owned player characters of each team can be changed even during the official game period.
- the change of the configuration of owned player characters is performed in a “trade” event, in which two teams exchange their domestic players, and in a “foreign player acquirement negotiation” event, in which a team pays virtual contract money to acquire a foreign player that belongs to none of the teams.
- the exception of an owned player character from the configuration is referred to as “to release” or “to delete from the registration,” and the addition to the configuration is referred to as “to acquire” or “to register” as appropriate.
- a “trade” event in this embodiment occurs with random timing during the official game period.
- a team with a lower ranking in the pennant race is more likely to be selected as one of the two teams that make a trade.
- a “foreign player acquirement negotiation” event in this embodiment occurs during the official game period to a team with “team parameters,” as parameters set for each team, falling short of a predetermined condition. It also occurs at random during the official game period.
- the team parameters are parameters set for each team, and vary depending on the results of games played in the pennant race.
- the team parameters in this embodiment include, for example, the team's ranking in the pennant race, the virtual TV rating average value corresponding to the team's popularity, and the number of registered foreign players owned by the team (the number of foreign players).
- Team parameters are determined to fall short of a predetermined condition when the TV rating average value does not satisfy a predetermined condition, or when the number of registered foreigners is less than its maximum, for example.
- a trade will serve as an adrenaline for recovering the team's popularity, which has become lower, in the former case, or will serve as a reinforcement of the team's strength in the latter case.
- events such as a “trade” and a “foreign player acquirement negotiation,” which involve changing the configuration of player characters owned by a team, occur according to the state of each team (team parameters), which changes as the game proceeds.
- a more real pennant race can be materialized as in the actual professional baseball world, in which teams make a trade and acquire a foreign player even during the official game period to increase the team's strength.
- FIG. 3 is a block diagram showing an example of the functional configuration of this embodiment.
- the home game unit 1200 is provided with an operation input section 10 for inputting operations from the game player, a processing section 20 for processing operations to control the unit and the game, an image displaying section 30 for outputting game screens to be displayed, a sound output section 40 for outputting game sounds to be sounded, a communication section 50 , and a storage section 70 for storing a variety of programs and data.
- the operation input section 10 functions by section of a button switch, lever, dial, mouse, keyboard, or other various sensors, is inputted operations by a player, and outputs operation input signals to the processing section 20 .
- the game controllers 1202 correspond to this operation input section.
- the processing section 20 controls whole of the home game unit 1200 as well as execute various computing processes such as game computing.
- the functions thereof are implemented by hardware such as a CPU (CISC type and RISC type) or an ASIC (gate array), and the related control programs.
- the processing unit, such as the CPU, equipped with the main unit 1210 in FIG. 1 corresponds to this processing section.
- the processing section 20 includes a game computing section 22 serving for mainly game computing, the image generating section 24 for generating the image signals to display the game screens based on various data obtained from the processes executed by the game computing section 22 , and the sound generating section 26 for generating game sounds to be output as sound effects or BGM.
- the game computing section 22 executes various game processing based on the signals inputted through the operation input section 10 , or the program and data loaded from the storage section 70 .
- As the game processing for example, arranging objects in a virtual space, controlling motions of objects of player characters based on signals inputted from the operation input section 10 , computing paths of pitched and batted balls, crossing detection for objects (hit check), calculating the batting results, calculating the game results (records), arranging view points, determining view directions or the like, are performed.
- the game computing section 22 in this embodiment includes: (1) a parameter varying section 220 for varying parameters set for each team and player character according to the progress and play results of the game; (2) a changes-intended team determining section 221 for selecting a team which can change its configuration of owned player characters as a changes-intended team; (3) a changes contents setting section 222 for determining the contents of the configuration change of the team selected as the changes-intended team based on its team parameters; (4) a players configuration changing section 223 for carrying out the process of changing the configuration of owned player characters; (5) a baseball game plan setting section 224 for setting the schedule of games during the official game period and for setting several of the games as special event games which are held on virtual TV on-air dates; (6) a TV rating calculating section 225 for calculating a virtual TV audience rating, which is a virtual point determined based on the results of a game held on the TV on-air date; and (7) a cash reward calculating section 226 for calculating a virtual cash reward based on the
- the parameter varying section 220 varies team parameters set for each team and player parameters set for each player character according to the progress and play results of the game.
- the team parameters the ranking in the pennant race (pennant ranking), the number of registered foreigners, the TV rating average value, and the fund of the team may be used.
- the TV rating average value is the average value of TV ratings calculated by the TV rating calculating section 225 , and is an index of the team's popularity.
- the fund is the total amount of cash rewards which have already been received by the team.
- the playing record and the name value of the player character may be used.
- the name value is determined according to the playing record of the player character, and is an index of the player character's popularity.
- the changes-intended team determining section 221 has functions of: (1) determining a team with its team parameters falling short of a predetermined condition as the changes-intended team; and (2) automatically selecting two teams which make a trade as the changes-intended teams.
- the changes-intended team determining section 221 selects as the changes-intended team a team with its TV rating average value lower than a predetermined TV rating value or a team with the number of registered foreigners less than its foreign players quota, for example, to allow acquiring a foreign player.
- the changes-intended team determining section 221 divides the official game period into a first half and a latter half, for example, and arranges that events occur with a predetermined probability (5%, for example) in the first half, and that events occur with a higher probability (8%, for example) in the latter half.
- a team with a lower ranking in the pennant race is selected with a higher probability
- a team with a higher ranking is selected with a lower probability.
- the changes contents setting section 222 decides for the team selected as the changes-intended team by the changes-intended team determining section 221 the contents of the configuration change of owned player characters, that is, the contents of the “trade” and “foreign player acquirement negotiation,” and determines whether the configuration change succeeds or fails (corresponding to the success or failure of the trade or foreign player acquirement negotiation).
- the team carries out an acquirement of a foreign player. That is, if the changes-intended team already has the full number of registered foreign players to the maximum of its foreigners registration quota, the player character with the lowest name value of the player parameters is automatically released to make room available in the foreign players quota. If there is room available in the foreigners registration quota, a player character to be acquired is selected among non-belonged foreign players. At this time, if the changes-intended team is the game player's team, the game player makes an input to select the foreign player to be acquired.
- the number of player characters to be traded (one to one, plural to plural, for example) is determined at random.
- player characters to be released in the trade (trade personnel) are selected.
- the determined number of player characters (hereinafter referred to as “first trade-intended players”) are first selected from one of the teams, with a higher probability as the player character's name value is lower.
- the same number of player characters (hereinafter referred to as “second trade-intended players”) are then selected from the other team, of which fielding positions are the same as, and of which name values are generally equivalent to those of the first trade-intended players.
- second trade-intended players can be successfully selected, it is determined that the negotiation goes through, that is, the trade goes through. On the contrary, if second trade subject characters cannot be selected because, for example, player characters corresponding to the first trade-intended players do not exist, it is determined that the negotiation does not go through, that is, the trade does not go through.
- the players configuration changing section 223 changes the configuration of player characters owned by the team and changes to which team the player characters subjected to the change belong, according to the change contents of the negotiation that is determined to go through by the changes contents setting section 222 .
- the baseball game plan setting section 224 sets the schedule of games before the official game period starts, and sets several of the games as held on virtual TV on-air dates.
- FIG. 4 shows an example of the game schedule and TV on-air dates during the official game period in this embodiment, corresponding to a screen showing the game schedule to which the game player can refer to any time during the game.
- the calendar displays a team 1 against which the game player's team plays a game, and a camera mark 5 indicating that the date with the mark is a TV on-air date.
- a list 7 of games held on the date selected by a selector 3 is shown at the lower section of the screen.
- the screen shows that, for example, the game player's team has a game against the B team on Apr. 2 , which is not a TV on-air date. It also shows that the game player's team has a game against the D team on Apr. 19 , which is a TV on-air date. It can also show the results of games that have already been finished, and, if a TV on-air date is selected by the selector 3 , show a TV rating 9 . In the drawing, the TV rating 9 is “0.0%” since the game on Apr. 19 has not yet been played.
- the TV rating calculating section 225 calculates a virtual TV rating based on the game results of a game held on a virtual TV on-air date set by the baseball game plan setting section 224 .
- FIG. 5A shows an example of the calculation formula
- FIG. 5B shows an example of TV rating setting information 738 to which the TV rating calculating section 225 refers in the calculation.
- the TV rating in this embodiment is calculated according to the game results or the game contents of a game held on a TV on-air date. That is, the TV rating is determined as the total sum of basic TV ranking additional values ( 738 a to 738 d ), which are shown in FIG. 5B, multiplied by each of baseball game contents correction values ( 738 e to 738 h ).
- the basic TV rating additional values are set in advance as the number of wins and losses, the team's ranking, and the day of the week of the TV on-air date, for example.
- the baseball game contents correction values are set in advance as the number of innings of 1 point gap, the number of upsets in the game, the type of the finishing homer, and the number of entries by player characters with higher name values, for example.
- the cash reward calculating section 226 calculates a virtual cash reward in response to the value of the TV rating calculated by the TV rating calculating section 225 .
- the total sum of cash rewards that have been already paid to a team is the “fund” as one of the team parameters.
- the fund of a team is virtual money obtainable in the game, and serves, in this embodiment, as virtual contract money for a foreign player. That is, in order to acquire a foreign player, the team's fund (total sum of cash rewards) needs to have reached the “acquired money,” which is set in advance for each foreign player, corresponding to the desired amount of contract money. Relation for calculating a cash reward from a TV rating may be set as appropriate.
- the functions of the image generating section 24 is implemented by the processing unit such as the CPU and DSP, the control program and the IC memory for image frames such as a frame buffer.
- the image generating section 24 executes a geometry conversion process and a shading process based on the results computed by the game computing section 22 , and generates the 3DCG images for displaying the game screen. Furthermore, the image generating section 24 also combines images with the 3DCG images. Then, the image generating section 24 outputs the image signals of the generated game images to the image displaying section 30 .
- the sound generating section 26 which is implemented by a processing unit such as a CPU or DSP and its control program, generates sounds used in the game such as sound effect and BGM, and outputs the sound signals to the sound output section 40 .
- the image displaying section 30 is designed to display the game screen by refreshing a screen of one frame per 1/60 second, for instance, based on the image signals from the image generating section 24 .
- the image displaying section 30 is implemented by hardware such as a CRT, LCD, ELD, PDP or HMD.
- the display 1220 in the example of FIG. 1 corresponds to this section.
- the sound output section 40 outputs game sounds including sound effect and BGM based on the sound signals generated the sound generating section 26 .
- the speaker 1222 in the example of FIG. 1 corresponds to this section.
- the communication section 50 connects with a communication line to transmit and receive data to and from an external device.
- the communication section 50 is implemented by, for example, a module of such as Bluetooth (REGISTERED TRADEMARK) or IrDA, modem, TA, communication cable jack, and control circuit.
- the communication device 1218 in FIG. 1 corresponds to this section.
- Information on such as protocol used in the communication by the communication section 50 is stored in the storage section 70 , for example, to be read as necessary.
- the storage section 70 stores a system program (not shown) which implement various functions of permitting the processing section 20 to synthetically control the home game unit 1200 , game information 72 including the program and data required for it to execute the game.
- the functions of the storage section 70 are implemented by an information storage medium such as various types of IC memories, a hard disc, CD-ROM, DVD and MO.
- the CD-ROM 1212 , the IC memory 1214 , and the memory card 1216 equipped with the main unit in FIG. 1 correspond to this information storage medium.
- Game information 72 includes programs and data to permit the processing section 20 to function as the game computing section 22 .
- the programs include a parameter varying program 720 for permitting the processing section 20 to function as the parameter varying section 220 , a changes-intended team determining program 721 for permitting it to function as the changes-intended team determining section 221 , a changes contents setting program 722 for permitting it to function as the changes contents setting section 222 , a players configuration changing program 723 for permitting it to function as the players configuration changing section 223 , a baseball game plan setting program 724 for permitting it to function as the baseball game plan setting section 224 , a TV rating calculating program 725 for permitting it to function as the TV rating calculating section 225 , and a cash reward calculating program 726 for permitting it to function as the cash reward calculating section 226 .
- a parameter varying program 720 for permitting the processing section 20 to function as the parameter varying section 220
- a changes-intended team determining program 721 for permitting it to function as the changes-intended team determining section 221
- a changes contents setting program 722 for permitting it to function
- the data include stage information 730 , player information 732 , team information 734 , baseball game setting information 736 , TV rating setting information 738 , cash reward setting information 740 , date counter 742 , and negotiation contents information 744 .
- the data also include a variety of information used during a baseball game in progress, such as the number of the inning, which half of the inning, count of balls and strikes, batting order, and data for replay.
- the stage information 730 includes, for example, information on objects (modeling data, texture data, displaying position setting, and sound data such as sound effect, for example), which are used to display in a virtual space a stage and items used in the baseball game, such as a stadium, a count display, spectators, a ball and a bat.
- objects modeling data, texture data, displaying position setting, and sound data such as sound effect, for example
- FIG. 6A and FIG. 6B show an example of the player information 732 in this embodiment.
- the player information 732 includes information on each of the player characters having different attributes, namely domestic players 732 - 1 and foreign players 732 - 2 , related to and stored for each of them.
- examples of the player information 732 on one player character include player identification information 732 a (or player's name), belonged team 732 b , display model, motion data, initial setting values of parameters (“1” to “5,” for example), and season values updated as the game proceeds.
- the player information 732 particularly includes name value 732 c (“0” to “100,” for example), which shows the player character's popularity, and acquired money 732 d .
- domestic players 732 - 1 also have similar information related to and stored for each of them.
- the team information 734 is provided for each team, and stores team parameters and identification information of player characters owned by the team.
- FIG. 7 shows an example of the team information 734 in this embodiment.
- the team information 734 includes team identification information 734 a , team parameters such as TV rating average value 734 b , fund 734 c and number of foreign players 734 d , owned player information 734 e , and pennant ranking 734 j , mutually related and stored therein.
- the TV rating average value 734 b is the average value of past TV ratings set by the TV rating calculating section 225 , corresponding to an index of the team's popularity.
- the owned player information 734 e includes registered domestic player identification information 734 f , which shows the domestic players registered on the team, and registered foreign player identification information 734 g , which shows the foreign players registered on the team.
- the owned character information 734 e is updated as appropriate.
- FIG. 8 shows an example of the baseball game setting information 736 in this embodiment.
- the baseball game setting information 736 includes date 736 a , day of the week 736 b , on-air date flag 736 c , match-up combination 736 d , and match-up result information 736 e , mutually related and stored therein.
- the date 736 a , day of the week 736 b , and on-air date flag 736 c are set by the baseball game plan setting section 224 .
- the date 736 a and day of the week 736 b are set corresponding to the virtual calendar during the official game period.
- the on-air date flag 736 c shows whether or not the date is set as a TV on-air date by the baseball game plan setting section 224 .
- the match-up combination 736 d stores the team identification information of pairs of opposing teams.
- the match-up result information 736 e stores, for example, score, TV rating, and amount of the acquired cash reward.
- the match-up result information 736 e may include data for displaying replay pictures.
- the TV rating setting information 738 stores the settings of the basic TV rating additional values and baseball game contents correction values, which are set in advance for calculating a TV rating.
- the TV rating calculating section 225 calculates a TV rating with reference to the TV rating setting information 738 .
- a plurality of sets of TV rating setting information 738 are provided, for example, one for the pennant race and another for the championship, in which the winners of respective leagues in the pennant race play games, and the set for the latter is arranged to provide a higher TV rating, thereby enhancing the reality of the game.
- the cash reward setting information 740 stores information (table data, coefficients, and correction values, for example), which is set in advance for calculating a cash reward according to the TV rating.
- the cash reward calculating section 226 calculates a cash reward with reference to the cash reward setting information 740 .
- FIG. 9 shows an example of the negotiation contents information 744 in this embodiment.
- the negotiation contents information 744 stores information on the changes contents set by the changes contents setting section 222 for managing a trade or foreigner acquirement negotiation.
- the negotiation contents information 744 stores, for example, change-intended team identification information 744 a , which shows a team subjected to a foreign player acquirement or trade, change-intended player identification information 744 b , which shows a player character subjected to the acquirement or trade, success or failure flag 744 c , which shows whether the negotiation is a success or failure, and negotiation starting date 744 d , on which the virtual negotiation is started.
- the players configuration changing section 223 carries out a configuration change of owned player characters according to the contents of the trade or foreign player acquirement, if a predetermined number of days have elapsed from its negotiation starting date stored in the negotiation contents information 744 and if its success or failure flag is “1,” which represents a success.
- FIG. 10 is a flowchart for describing the entire process of changing the configuration of player characters owned by the game player's team in this embodiment.
- the game player's team refers to the team operated by the game player, which has been selected by the game player among the six teams.
- the teams other than the game player's team are controlled by the computer.
- the baseball game plan setting section 224 sets the schedule of baseball games during the official game period on the game world calendar, and sets a predetermined number of TV on-air dates among the set baseball games (step S 2 ).
- the TV on-air dates may be selected at random from the baseball games held each month, for example.
- the set information is stored as the baseball game setting information 736 .
- the game computing section 22 sets the date counter 742 to Jan. 1 or to the first day of the official game period, for example, as an initial state.
- the game computing section 22 refers to the baseball game setting information 736 , and, if there exists any baseball game set on the date (step S 4 ; Yes), executes the set baseball game (step S 6 ). That is, if there exists a baseball game for the game player's team, the baseball game is played by the game player's team and a computer team, as in the conventional baseball games. If there exists a baseball game to be played by two computer teams, the game computing section 22 controls (computer control) both the teams to execute the baseball game.
- the game computing section 22 stores the baseball game results in the match-up result information 736 e of the baseball game setting information 736 (step S 8 ). Based on the baseball game results, the parameter varying section 220 updates the team parameters such as pennant ranking (step S 10 ).
- the game computing section 22 refers to the baseball game setting information 736 to determine whether or not the date is set as a TV on-air date (step S 12 ). If the date is set as a TV on-air date (step S 12 ; Yes), all the teams having a game are subjected to the process below (loop 1 ; step 14 to step 26 ).
- the TV rating calculating section 225 refers to the contents of the match-up result information 736 e to calculate the TV rating according to the TV rating setting information 738 (step S 16 ).
- the calculated TV rating is stored in the match-up result information 736 e (step S 18 ), and the TV rating average value 734 b of the teams that have matched in the baseball game is updated (step S 20 ).
- the cash reward calculating section 226 calculates the cash reward according to the cash reward setting information 740 with reference to the TV rating stored in the match-up result information 736 e (step S 22 ), and adds the calculated cash reward to the fund 734 c of the teams that have matched in the baseball game (step S 24 ).
- the negotiation contents setting process is then executed (step S 30 ).
- the changes-intended team determining section 221 selects a changes-intended team which can change the configuration of owned player characters, and the changes contents setting section 222 determines the contents of a change of players owned by the selected team by a trade or foreign player acquirement.
- the information on the contents of the change of owned players is registered in the negotiation contents information 744 .
- the players configuration changing section 223 then executes the player configuration changing process, in which the players configuration changing section 223 searches the contents of changes of owned players (contents of “trade” and “foreign player acquirement negotiation”) registered in the negotiation contents information 744 , and, if any change is found with a predetermined number of days having elapsed from the negotiation starting date in the game world time, implements the contents of the found change sequentially to change the configuration of owned player characters (step S 32 ).
- the implemented “trade” or “foreign player acquirement negotiation” is deleted from the registration in the negotiation contents information 744 .
- the game computing section 22 determines whether or not the official game period has ended. If the official game period has not ended (step S 34 ; No), the date counter is increased by a day (step S 36 ) to return to step 2 . If the official game period has ended (step S 34 ; Yes), it is determined that the pennant race is over to end the game.
- FIG. 11 to FIG. 13 are flowcharts for describing the negotiation contents setting process in this embodiment.
- the changes-intended team determining section 221 refers to the TV rating average values 734 b of the teams, and searches for a team of which TV rating average value 734 b is less than a predetermined reference value (3%, for example) (step S 102 ).
- the changes-intended team determining section 221 defines any found team as a changes-intended team (step S 104 ), judging that the team's popularity has become lower and that a change in the configuration of foreign players owned by the team would be required as an adrenaline to recover its popularity.
- the changes contents setting section 222 allows displaying a picture in which the game player selects to or not to execute a change in the configuration of foreign players (foreign player acquisition) (step S 108 ).
- step S 110 If the game player selects to execute a foreign player acquisition (step S 110 ; Yes), it is determined whether or not the number of foreign players owned by the changes-intended team has reached its foreigners registration quota (step S 112 ).
- step S 112 If the foreigners registration quota is reached (step S 112 ; Yes), the foreign players that are registered in the registered foreign player identification information 734 g are displayed so as to be selectable (step S 114 ).
- the changes contents setting section 222 determines the player character to be released according to the operation input (step S 116 ), and the players configuration changing section 223 deletes the selected player character from the registration in the registered foreign player identification information 734 g to store “0”, which represents belonging to no team, as the belonged team 732 b of the deleted player character (step S 118 ).
- the changes contents setting section 222 searches the player information 732 to allow displaying a list of non-belonged foreign players so as to be selectable (step S 120 ) When the game player has made an input of selection, the changes contents setting section 222 determines the acquirement-intended foreign player according to the operation input (step S 122 ).
- the changes contents setting section 222 searches for a player character with the lowest name value 732 c among the foreign players owned by (registered on) the team (step S 124 ), and the players configuration changing section 223 deletes the player character from the registration (step S 126 ).
- the changes contents setting section 222 searches for a predetermined number of ( 10 , for example) foreign players with highest name values 732 c among non-belonged foreign players in the player information 732 (step S 128 ), and selects a player character from the foreign players at random (step S 130 ).
- step S 132 When the foreign player desired to be acquired is selected, a comparison is made between the fund 734 c of the changes-intended team and the acquired money 732 d of the selected foreign player. If the fund 734 c exceeds the acquired money 732 d (step S 132 ; Yes), the changes contents setting section 222 judges the success of the negotiation, that is, the success of the acquirement (step S 134 ), and registers in the negotiation contents information 744 information on the negotiation contents to set the success or failure flag 744 c to “1 (negotiation succeeded)” (step S 138 ).
- step S 132 If the fund 734 c does not exceed the acquired money 732 d (step S 132 ; No), the changes contents setting section 222 judges the failure of the negotiation, that is, the failure of the acquirement (step S 136 ), and registers in the negotiation contents information 744 information on the negotiation contents to set the success or failure flag 744 c to “0 (negotiation failed)” (step S 138 ).
- the changes-intended team determining section 221 searches for a team of which number of foreign players 734 d has not reached the foreign players quota “4” (step S 140 ), and defines any found team as a changes-intended team (step S 142 ).
- the changes contents setting section 222 allows displaying a screen in which the game player selects to or not to execute a change in the configuration of foreign players (foreign player acquisition) (step S 146 ).
- the changes contents setting section 222 searches the player information 732 to allow displaying a list of non-belonged foreign players so as to be selectable (step S 150 ).
- the changes contents setting section 222 determines the acquirement-intended foreign player according to the operation input (step S 152 ).
- the changes contents setting section 222 searches for a predetermined number of (10, for example) foreign players with highest name values 732 c among non-belonged foreign players in the player information 732 (step S 154 ), and selects a player character from the foreign players at random (step S 156 ).
- step S 158 the changes contents setting section 222 judges the success of the negotiation, that is, the success of the acquirement (step S 160 ), and registers in the negotiation contents information 744 information on the negotiation contents to set the success or failure flag 744 c to “1 (negotiation succeeded)” (step S 164 ).
- step S 158 If the fund 734 c does not exceed the acquired money 732 d (step S 158 ; No), the changes contents setting section 222 judges the failure of the negotiation, that is, the failure of the acquirement (step S 162 ), and registers in the negotiation contents information 744 information on the negotiation contents to set the success or failure flag 744 c to “0 (negotiation failed)” (step S 164 ).
- the changes-intended team determining section 221 determines whether or not a trade is generated at random with a predetermined probability (step S 170 ). Specifically, a random number is generated so as to generate a trade with a probability of 5% in the first half of the competition period, and with a probability of 3% in the latter half of the competition period, for example.
- the changes-intended team determining section 221 determines two teams that make a trade according to the rankings in the pennant race (step S 174 ). Specifically, a random number is generated for each team in sequence so as to determine whether or not the team is selected with a probability according to its ranking in the pennant race, until two teams are selected as trading teams, for example. The probability in the selection is set in advance to be lower (5%, for example) for a team with a higher ranking, and to be higher (35%, for example) for a team with a lower ranking.
- the changes contents setting section 222 selects a player character to be released in the trade (first trade-intended player) from the team other than the game player's team (step S 176 ). Specifically, the domestic players registered in the registered domestic player identification information 734 f of the team are ranked according to their name values 732 c , and a player character with a low name value and ranked in the lowest rank is selected at random, for example.
- step S 178 If the other team as a trading partner is the game player's team (step S 178 ; Yes), the changes contents setting section 222 allows displaying a screen which informs the game player that a trade is offered and which allows the game player to select to or not to accept the trade (step S 180 ).
- step S 182 If the game player makes an input to accept the trade (step S 182 ; Yes), the changes contents setting section 222 allows displaying the fielding position and rank of the name value 732 c of the player character already selected (first trade-intended player) (step S 184 ).
- the list of the domestic players registered in the registered domestic player identification information 734 f is displayed so as to be selectable, to allow the game player to select a player character tobe traded (second trade-intended player) or to select to cancel the trade (step S 186 ).
- the changes contents setting section 221 searches for a player character generally at the same level as the player character already selected (first trade-intended player) (step S 188 ). Specifically, a player character with the same fielding position as and generally in the same rank as the parameters of the player character already selected to be traded is searched for from the domestic players registered in the registered domestic player identification information 734 f of the team, for example. If any player characters are found (step S 190 ; Yes), a player character is selected at random from the found player characters (step S 192 ).
- the changes contents setting section 222 judges whether or not the negotiation goes through (step S 194 ).
- step S 194 If the game player does not select a second trade-intended player, or if a second trade-intended player equivalent to the first trade-intended player is not selected from the team operated by the computer (step S 194 ; No), the changes contents setting section 222 judges the failure of the negotiation, that is, the configuration of the owned player characters cannot be changed (step S 196 ), and registers in the negotiation contents information 744 information on the negotiation contents to set the success or failure flag 744 c to “0 (negotiation failed)” (step S 198 ).
- step S 194 If a second trade-intended player is selected (step S 194 ; Yes), the changes contents setting section 222 judges the success of the negotiation, that is, the configuration of the owned player characters can be changed (step S 197 ), and registers in the negotiation contents information 744 information on the negotiation contents to set the success or failure flag 744 c to “1 (negotiation succeeded)” (step S 198 )
- FIG. 14 is a flowchart for describing the player configuration changing process in this embodiment.
- the players configuration changing section 223 refers to the negotiation contents information 744 (step S 202 ), and compares the negotiation starting dates 744 d of the registered foreign player acquirement negotiations or trades with the present date in the game world to search for a negotiation or trade with a predetermined number of days having elapsed from the negotiation starting date (step S 204 ).
- step S 206 Specifically, in the case of a foreign player acquirement negotiation (step S 206 ; Yes), for example, if the success or failure flag 744 c stored is “1,” which indicates that the negotiation goes through (step S 208 ; Yes), the team identification information of the negotiation partner is stored in the belonged team 732 b of the foreign player in the change-intended player identification information 744 b registered in the negotiation contents information 744 (step S 210 ), and the player identification information of the foreign player is registered in the registered foreign player identification information 734 g of the team in the change-intended team identification information 744 a (step S 212 ).
- the players configuration changing section 223 allows displaying on the game screen the success of the acquirement of the foreign player (step S 214 ).
- step S 208 If the success or failure flag 744 c stored is “0,” which indicates that the negotiation does not go through (step S 208 ; No), the players configuration changing section 223 allows displaying on the game screen the failure of the acquirement of the foreign player (step S 215 ).
- step S 206 In the case of a trade of player characters between teams (step S 206 ; No), for example, if the success or failure flag 744 c stored is “1,” which indicates that the negotiation goes through (step S 216 ; Yes), the registered domestic player identification information 734 f of each team and the belonged team 732 b of the player information 732 are changed so that the two trade-intended teams exchange their trade-intended players (step S 218 ).
- the players configuration changing section 223 allows displaying on the game screen the success of the trade (step S 220 ).
- step S 216 If the success or failure flag 744 c stored is “0,” which indicates that the negotiation does not go through (step S 216 ; No), the registered domestic player identification information 734 f and the belonged team 732 b of the player information 732 are not changed, and the players configuration changing section 223 allows displaying on the game screen the failure of the trade (step S 222 ).
- FIG. 15A to FIG. 15D show examples of game screens in this embodiment, showing examples of the screens concerning a foreign player acquirement negotiation.
- FIG. 15A is a game screen corresponding to step 108 in the negotiation contents setting process.
- the game screen displays a message “Popularity of your team is flagging. Acquire a foreign player as a popularity-recovering plan,” for example, and also displays choices of whether or not to acquire a foreign player so as to be selectable.
- FIG. 15B is a game screen corresponding to step 120 in the negotiation contents setting process.
- the game screen displays an at-a-glance chart 80 showing non-belonged foreign players together with their parameters. Note that the at-a-glance chart 80 does not show the acquired money 732 d in this embodiment.
- the game player takes into consideration the amount of team's fund available and the foreign players' parameters by reference to a fund displaying field 82 to select one player character, in the case of the drawing.
- the game player Since the acquired money 732 d of each player is not known at this time, the game player selects a foreign player so that the acquired money 732 d of the selected foreign player will not exceed the fund of the game player's team, bearing in mind that the values of the foreign players' parameters are more or less proportional to their amount of acquired money, for example. In other words, price negotiation is executed.
- FIG. 15C and FIG. 15D are game screens corresponding to step 214 and step 215 , respectively, in the player configuration changing process. The success or failure of a foreign player acquirement negotiation is informed on the game screen. If the acquired money 732 d of the foreign player selected by the game player does not exceed the fund of the game player's team, the game screen of FIG. 15C is displayed, and if it does, the game screen of FIG. 15D is displayed.
- FIG. 16 is a diagram showing an example of the hardware construction according to the embodiment of the present invention.
- the home game unit 1200 has a CPU 1000 , a ROM 1002 , a RAM 1004 , a data storage medium 1006 , a sound generation IC 1008 , an image generating IC 1010 , and I/O ports 1012 and 1014 . They are connected to each other via a system bus 1016 so as to input/output data.
- the CPU 1000 corresponds to the processing section 40 in FIG. 3, and performs total control of the home game unit 1200 and various data processes, according to a program stored in the data storage medium 1006 , a system program stored in the ROM 1002 , the operation input signals inputted through the control device 1022 or the like.
- the ROM 1002 , the RAM 1004 and the data storage medium 1006 correspond to the storage section 70 in FIG. 3.
- the ROM 1002 corresponds to the IC memory implemented in the main unit 1210 in FIG. 1, and stores programs and data such as the system program or the like related to the control of the main unit 1210 .
- the RAM 1004 is a storage section used as a work area of the CPU 1000 .
- the RAM 1004 stores for example, given contents in the ROM 1002 or the data storage medium 1006 , results computed by the CPU 1000 and the like.
- the data storage medium 1006 corresponds to the CD-ROM 1212 , the IC memory 1214 and the memory card 1216 in FIG. 1.
- the functions of the data storage medium 1006 could be implemented by an IC memory card, a hard disc unit detachable from the main unit, MO or the like. Furthermore, The data storage medium 1006 stores data stored in the ROM 1002 , and loads the data to use, as needed.
- the sound generation IC 1008 is an integrated circuit designed to generate game sounds such as sound effects and BGM based on the data stored in the data storage medium 1006 or the ROM 1002 .
- the generated game sounds are output from a speaker 1020 .
- the speaker 1020 corresponds to the sound output section 40 in FIG. 3 or the speaker 1222 in FIG. 1.
- the image generating IC 1010 is an integrated circuit designed to generate pixel information for outputting images to a display 1018 .
- the image generating IC 1010 corresponds to the image generating section 24 in FIG. 3.
- the display 1018 corresponds to the image displaying section 30 in FIG. 3 or the display 1220 in FIG. 1.
- the I/O port 1012 connects to a control device 1022 .
- the I/O port 1014 connects to a communication device 1024 .
- the control device 1022 corresponds to the operation input section 10 in FIG. 3, or the game controllers 1202 in FIG. 1.
- the control device 1022 is designed to permit a player to input various operation data
- the communication device 1024 is designed to input/output various information to be used in the game unit to/from an external device. It connects to another game device in order to transmit/receive information required for the game program. It also transmits/receives the game program information via a communication line.
- the communication device 1024 corresponds to the communication section 50 in FIG. 3 or the communication device 1218 in FIG. 1.
- the present invention applies not only to the home game unit 1200 shown in FIG. 1, also to various devices including an arcade game device, a mobile game device, a general-purpose computer such as a personal computer, a large-sized attraction device in which many players can participate, or the like.
- FIG. 17 shows an example of the exterior of an arcade game unit 1300 to which the present invention is applied, for example.
- an arcade game unit 1300 is provided with a display 1302 for displaying game pictures, a speaker 1304 for outputting sound effect and BGM in the game, a joystick 1306 for inputting vertical and horizontal operations, push buttons 1308 , and a control unit 1320 for integrally controlling the arcade game unit 1300 by computer processing to execute a given game.
- the control unit 1320 is equipped with a processing unit such as a CPU, and a ROM 1322 in which game programs and data are stored that are required to control the arcade game unit 1300 and to execute the game.
- the CPU mounted on the control unit 1320 reads from the ROM 1322 as appropriate and computes the programs and data to execute a variety of processes.
- the game player operates the joystick 1306 and push buttons 1308 while watching the game pictures displayed on the display 1302 to enjoy playing the game.
- the application of the present invention is not limited to games to be executed on a stand-alone device, but the present invention may be applied to those called network games.
- Examples of the system configuration designed to implement a network game are as follows: (1) configuration having a home PC or home game system as a game terminal to be connected to a server via a wired/wireless communication line such as the Internet or a dedicated line network; (2) configuration connecting multiple game terminals to each other via a communication line without a server; (3) configuration connecting multiple game terminals via a communication line, one of which functions as a server; and (4) configuration physically linking multiple game terminals with each other to serve as a single system (e.g. arcade game system).
- FIG. 18 is a functional block diagram showing an example of the functional configuration of this embodiment.
- the team information 734 includes manager type 734 h
- the game information 72 includes manager parameters 747 for each manager type.
- FIG. 19 shows an example of the manager parameters in this embodiment.
- the manager parameters 747 correspond to the team arrangement and team management policy of the virtual manager.
- the manager parameters 747 include fielding position when active 747 a , demanded extra hitting power 747 b , demanded safe hitting power 747 c , demanded running power 747 d , demanded starting power 747 e , and demanded relief power 747 f , for example.
- the manager parameters 747 may also include a predetermined thinking routine concerning strategies of such as utilization of players, bunting, and hit-and-run play.
- the fielding position when active 747 a is the fielding position of the virtual manager when active, and arranges that a player character of the same fielding position is selected with a higher probability in the negotiation setting process.
- the demanded extra hitting power 747 b , demanded safe hitting power 747 c , and demanded running power 747 d correspond to the tendencies in quality required of fielders, that is, a player character satisfying these requirements is selected with priority. For example, if the demanded extra hitting power 747 b is “4 and above” and the demanded safe hitting power 747 c is “1 and above” in their comparison, the manager has a tendency to think much of long hits rather than the batting average. If the parameters have the opposite relation, the manager has a tendency to gain points step by step with a high batting average, rather than to gain points by long hits.
- the demanded starting power 747 e and demanded relief power 747 f show the tendencies in quality required of pitchers, that is, a player character satisfying these requirements is selected with priority. For example, if the demanded starting power 747 e is large and the demanded relief power 747 f is small in their comparison, the manager has a tendency to think much of starting pitchers, and if opposite, the manager has a tendency to think much of relief pitchers.
- the game player's team is not provided with a virtual manager, since the game player itself serves as the manager in command.
- FIG. 20 to FIG. 22 are flowcharts for describing the changes contents setting processing in this embodiment. Note that steps different from those in the first embodiment are affixed with numerals in the 300 s.
- the players configuration changing section 223 refers to the demanded parameter values for foreign players based on the manager parameters 747 of the team in the selection of a foreign player (step S 300 ).
- Foreign players with parameters satisfying such demands are searched for (step S 302 ), and, if any player characters satisfying the demands are found (step S 304 ; Yes), a foreign player is selected at random from the found player characters (step S 306 ).
- step S 304 ; No the negotiation is cancelled.
- the players configuration changing section 223 refers to the demanded parameter values for foreign players based on the manager parameters 747 of the team in the selection of a foreign player (step S 310 ).
- Foreign players with parameters satisfying such demands are searched for (step S 312 ), and, if any player characters satisfying the demands are found (step S 314 ; Yes), a foreign player is selected at random from the found player characters (step S 316 ).
- step S 314 if any player character with parameters satisfying the demands is not found (step S 314 ; No), the negotiation is cancelled.
- the demanded parameter values for domestic players are referred to based on the manager parameters 747 of the team other than the game player's team (step S 320 ).
- the player information 732 of the player characters registered in the registered domestic player identification information 734 f of the team is referred to, the player characters with parameters satisfying such demands are removed from the objects of the selection (step S 322 ), and a player character is selected from the other domestic players (step S 324 ).
- the demanded parameter values for domestic players are referred to based on the manager parameters 747 (step S 326 ) before step 176 , the player information 732 of the player characters registered in the registered domestic player identification information 734 f of the team is referred to, and the player characters with parameters satisfying such demands are removed from the objects of the selection (step S 328 ).
- each team controlled by the computer can be gradually characterized over trades and foreign player acquirement negotiations.
- the game player can play games against teams with more distinct characteristics as the game proceeds, thereby increasing the enjoyment in the game play.
- FIG. 23 is a functional block diagram showing an example of the functional configuration of this embodiment.
- the game computing section 22 in this embodiment includes a character generating section 227 and a scouting section 228 .
- the game information 72 includes a character generating program 727 for permitting the processing section 20 to function as the character generating section 227 , and a scouting program 728 for permitting it to function as the scouting section 228 .
- the character generating section 227 generates a non-belonged, unregistered foreign player to be added to the player information 732 . More specifically, a player list may be provided in advance that includes player identification information 732 a and player's names related thereto, and, each time a new foreign player is to be generated, one may be selected at random from the player list and the parameters of the selected player identification information 732 a may be set at random to be added to the player information 732 . In this embodiment, the character generating section 227 generates 1 to 3 new characters for every predetermined period of time (2 months, for example) in the game world. Alternatively, the character generating section 227 may generate characters a predetermined number of times with random timing during the official game period.
- the character generating section 227 creates new foreign players other than the prearranged foreign players, thereby allowing the acquirement of a completely new foreign player as if the player was scouted from a foreign baseball league.
- the parameters of a newly generated foreign player are set at random, there may happen to appear an all-round player character or a player character with a particular specialty, thereby adding unpredictability to the game.
- the scouting section 228 regularly searches the player information 732 to judge whether or not any non-belonged foreign player satisfying such conditions exists. If a foreign player satisfying such conditions is found, the game player is informed on the game screen that a desired foreign player exists. That is, the game player can use a virtual scouter by the scouting section 228 , thereby the operability of the game can be increased. This is especially effective if the character generating section 227 generates foreign players with random timing.
- the contents of the scout condition information 748 may include the fielding position when active 747 a , demanded extra hitting power 747 b , demanded safe hitting power 747 c , demanded running power 747 d , demanded starting power 747 e , and demanded relief power 747 f.
- a configuration change of player characters owned by a team can be made during the official game period in the embodiments above, it may be arranged that it can be made before or after the official game period (competition period), that is, in the off-season, for example.
- the changes contents setting processing and player configuration changing process are executed when a predetermined operation is made, for example.
- the parameter values at the end of the last official game period are used as the team parameters.
- the player configuration changing process is arranged that a trade or foreign player acquirement negotiation with a predetermined number of days having elapsed from the negotiation starting date is brought into execution (reflected in the game), such conditions may be omitted.
- the acquired money 732 d is set in advance also for domestic players, for example.
- a player character desired to be acquired is selected as a first trade-intended player from the domestic players owned by the team as a trading partner. If the releasing team is the game player's team, the game player selects to or not to accept the trade, and if the releasing team is a computer team, the decision is made at random.
Abstract
Description
- 1. Field of the Invention
- This invention relates to game performing method for executing a given sports game.
- 2. Description of Related Art
- Among video games implemented by a device such as a computer, there are known sports games in which a plurality of games are played during a virtual competition period by a plurality of teams arranged for each game by a plurality of groups owning a plurality of player characters. The “competition period” herein refers to a period which players play the games to win the championship during a predetermined schedule. Examples of such games are baseball games in which a plurality of teams play a plurality of official games during the virtual pennant race period (official game period; competition period), and soccer games in which a plurality of club teams play league games.
- These official game type (pennant race type) sports games feature events to change the configurations of player characters owned by groups, as in the real sports world. Examples of such events include the so-called “trade” or “transfer,” in which groups exchange a player character with another player character or money, and “foreign player acquirement” or “scout,” in which a new player character is added to a group through a contract or persuasion.
- In an example of such games, a scouting character (corresponding to a scout man) is operated by the game player to move on a predetermined map, a scouting event occurs to the group when the scouting character comes across another character, and the scout is determined to be a success or failure based on the play results of a mini-game in the event (see, for example, JP-Tokukai-2000-167244A; for all claims).
- In another example, the success or failure of a scout of a player character to a group is determined based on the results of a persuasion, in which the game player makes a selection of words of scouting as imagining (reading) the personality of the player character (see, for example, JP-Tokukai-2001-276433A; for all claims).
- In still another example, a player character released from a group is brought to an auction, in which bids are made, each group using its virtual fund to acquire the player character (see, for example, JP-Tokukai-2002-263367A; for all claims).
- The game player manages a group, changes the configuration of player characters owned by the group through events such as scouts and trades, and increases its strength by changing the team arrangement for official games, thereby advantageously proceeding with the game.
- In the real professional sports world, configuration changes of owned players such as by a trade are often carried out as appropriate even during the competition period in response to the relative strengths of groups so that each group can increase its total strength. As a result of the configuration changes of owned players such as by a trade, a variety of effects and functions are brought about, such as balancing strengths between groups, raising the morale of players owned by a group, and realizing a characteristic team arrangement, thereby enhancing the appeal of the official games.
- In the conventional games, however, events such as a trade occur most exclusively for a group controlled by the game player, and do not occur at all for the other groups that participate in the official games or, even when these events occur, just occur on a simple basis or at random. Therefore, events such as a trade that occur in the game are merely exchanges of player characters irrelevant to the relative strengths of groups, and the potential functions and effects of configuration changes of owned player characters could not have been achieved in the game. Particularly in the reality-oriented games, this has been a great disadvantage, obstructing the achievement of augmented reality throughout the game.
- This invention has been made in view of the above-described problems, and has an object of realizing configuration changes of player characters owned by groups which are made based on the determination on circumstances of the game that change as the game proceeds, thereby enhancing the appeal of the game.
- According to a first aspect of the present invention, a game performing method for executing a given sports game which is proceeded by performing match-ups by a plurality of teams arranged for every game by each of a plurality of groups owning a plurality of player characters a plurality of times during a virtual competition period, comprises:
- varying a value of a group parameter provided for each of the groups according to a proceeding of the game;
- determining a change-intended group, of which configuration of owned player characters is to be changed by addition and/or release thereof, among the plurality of groups;
- judging approval or disapproval of a change of a configuration of owned player characters of the change-intended group based on the value of the group parameter of the change-intended group at the moment; and
- changing the configuration of owned player characters of the change-intended group, when it is judged that the change is approval.
- According to a second aspect of the present invention, a game device for executing a given sports game which is proceeded by performing match-ups by a plurality of teams arranged for every game by each of a plurality of groups owning a plurality of player characters a plurality of times during a virtual competition period, comprises:
- a group parameter varying section for varying a value of a group parameter provided for each of the groups according to a proceeding of the game;
- a change-intended group determining section for determining a change-intended group, of which configuration of owned player characters is to be changed by addition and/or release thereof, among the plurality of groups;
- a change approval/disapproval judging section for judging approval or disapproval of a change of a configuration of owned player characters of the change-intended group based on the value of the group parameter of the change-intended group at the moment; and
- a player character configuration changing section for changing the configuration of owned player characters of the change-intended group, when it is judged that the change is approval.
- The “competition period” herein refers to a period which players play the games to win the championship according to a predetermined schedule.
- According to the method of the first aspect and the device of the second aspect of the present invention, group parameters set for each group can be varied according to the proceeding of the game. Furthermore, based on the group parameter values, the approval or disapproval of a configuration change of owned player characters of a group can be determined. That is, the approval or disapproval of a configuration change of owned player characters of the group can be issued with more realistic condition according to the state of the group, with respect to not only the group operated by the game player but also the other groups operated by the computer. Thus, a variety of potential effects and functions that a configuration change of owned player characters of a group have originally, the change performed by a trade or the like, can be brought out. Thereby the game can be more realistic and more attractive.
- The “game information” herein is equivalent to a program used in a game device or the like for computer processing.
- Preferably, the method of the first aspect of the present invention, further comprises:
- selecting a plurality of games from un-played games, wherein the varying the value of the group parameter includes varying a value of a group parameter of a group having played the selected game, based on a match-up result content of the selected game.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, several of un-played games can be selected as special games, and the group parameter values of the group having participated in the game can be varied based on the game results of such special games. That is, the several games significantly affects the group parameter values of the group. Thus, in order to proceed with the game more advantageously, it is required to arrange the team with more emphasis on the special games selected by the game selecting section for good game results, and, as a result, well-planned team arrangement (so-called “player rotation”) should be taken into consideration, thereby increasing the depth and reality of the game.
- Preferably, the method of the first aspect of the present invention, further comprises:
- setting a game plan during the competition period before the competition period; and
- setting a virtual-special event game, wherein the selecting the plurality of games includes selecting the special event game set as the special event.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, the game plan setting section can set virtual special event games. Examples of special event games may be a game broadcast on TV, an exhibition game, and a game inspected by the owner.
- In the real sports world, special event games are more important games than usual games because these games are effective section to show the group's potential to a wider public. Thus, virtual special event games can be set in the game, and the group parameter values are changed according to the game results of such special event games, thereby giving more reality to the world of the game.
- In accordance with the setting of the special event game, preferably, the method of the first aspect of the present invention, further comprises:
- calculating a virtual point of the set special event game, based on a match-up result content of the set special event game,
- wherein the varying the value of the group parameter includes varying a value of a group parameter of a group having played the set special event game, based on the calculated virtual point.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, it is possible to calculate a virtual point based on the results and contents of a game. Examples of the virtual point may be a virtual TV rating if the special event game is a game broadcast on TV, or a bonus if a game inspected by the owner.
- Since the virtual point may have a tendency to become larger in the case of the so-called “good game,” in which the game contents are impressive, for example, the virtual point can be an index suitable for showing the group's potential. Thus, the calculation of virtual points can increase the importance of virtual special event games, and variations in the group parameter values based on the TV ratings can add the depth and reality to the world of the game.
- Preferably, in the method of the first aspect of the present invention, each of the player characters is provided with a popularity parameter showing the popularity thereof, beforehand;
- the calculating the virtual point includes using at least the value of the popularity parameter of a player character having participated in the set special event game, as the match-up result content of the set special event game;
- the method further comprises selecting a release-intended player character from the owned player characters of the change-intended group, based on at least the value of the popularity parameter;
- the judging the approval or the disapproval of the change of a configuration of owned player characters includes judging approval or disapproval of release of the selected release-intended player character, based on the value of the group parameter of the change-intended group at the moment; and
- the changing the configuration of owned player characters includes changing the configuration of owned player characters of the change-intended group by releasing the selected release-intended player character, when it is judged that the release is approvable.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, the appearance of a popular player character (player with a high popularity parameter value) contributes to the virtual point. If the virtual point of a game in which a player character with a high popularity parameter value shows in the lineup is larger than that of a game in which the player character did not show, for example, that can reflect the tendency in the real world also in the game.
- In the configuration change of player characters owned by a group, since the player character to be released may be selected based on the popularity parameter value, a player character with a low popularity parameter value can be selectively released for a possible acquirement of a player character with a higher popularity parameter value that can contribute to the TV audience rating, and to the group parameter values of the group. Thus, it is possible to increase the total strength of a group by an event such as a trade.
- Preferably, in the method of the first aspect of the present invention, each of the player characters is provided with a popularity parameter showing the popularity thereof, beforehand;
- the calculating the virtual point includes using at least the value of the popularity parameter of a player character having participated in the set special event game, as the match-up result content of the set special event game;
- the method further comprises selecting an addition-intended player character, based on at least the value of the popularity parameter;
- the judging the approval or the disapproval of the change of a configuration of owned player characters includes judging approval or disapproval of addition of the selected addition-intended player character, based on the value of the group parameter of the change-intended group at the moment; and
- the changing the configuration of owned player characters includes changing the configuration of owned player characters of the change-intended group by adding the selected addition-intended player character, when it is judged that the addition is approvable.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, the player character to be added to a group can be selected based on the popularity parameter value in the configuration change of player characters owned by the group.
- If the virtual point of a game in which a player character with a high popularity parameter value shows in the lineup is larger than that of a game in which the player character did not show, for example, the addition of a player character with a high popularity parameter value to a group and the participation of the player character in a special event game can increase the virtual point and group parameter values of the group. Thus, it is possible to increase the total strength of a group by an event such as a trade.
- Preferably, in the method of the first aspect of the present invention, the group parameter includes at least an average value of the virtual point of games played by the group;
- the method further comprises calculating and updating the average value of the virtual point of each of the groups, each time the virtual point is calculated; and
- the determining the change-intended group includes determining a change-intended group based on at least the average value of the virtual point of each of the groups.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, the average of the virtual points of games played by a group can be managed as a part of the group parameters. Since the virtual points can be an index suitable for showing the group's potential and popularity, the average value of the virtual points indicates the group's averaged potential and popularity. The selection of a change-intended group based on the virtual point average value can be arranged that a group with a low potential or popularity is selected with more priority to change its configuration of owned player characters, for example, thereby reinforcing the strength of or recovering the popularity of the group. That is, a trade in the game can have the same object and effect as those of a trade in the real world, thereby giving more depth and reality to the game.
- Preferably, in the method of the first aspect of the present invention, the determining the change-intended group includes determining a change-intended group based on the value of the group parameter of each of the groups.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, it is possible to determine a group subjected to a configuration change of its owned player characters according to the state of the group. Thus, a configuration change of player characters owned by a group, such as a trade, can be carried out in the same state as in the real world.
- Preferably, in the method of the first aspect of the present invention, each of the player characters is provided with an attribute, beforehand; and
- the determining a change-intended group includes determining a change-intended group based on the number of owned player characters that are provided with a predetermined particular attribute.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, a configuration change of player characters owned by a group can be made based on the number of player characters owned by the group that have a particular attribute.
- Such an attribute may be set as appropriate, and may include nationality, sex, age, popularity, fielding position, or the like of a player character. If a limitation is imposed on the number of player characters owned by a group that have a particular attribute, the disparity in strength between groups can be restricted, thereby balancing the strengths of groups. Alternatively, the number of limitation or the attribute of player characters subjected to a limitation can be varied for each group, thereby intentionally adding a characteristic to each group or changing the difficulty level of the game.
- Preferably, in the method of the first aspect of the present invention, further comprises: the group parameter includes at least a virtual fund owned by a group;
- the method further comprises generating a player character belonging to none of the groups and provided with an acquirement money amount; and
- the judging the approval or the disapproval of the change of a configuration of owned player characters includes judging based on the acquirement money amount of the non-belonged player character and the amount of the virtual fund of the change-intended group at the moment, when the generated non-belonged player character is added as a change of the owned player characters.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, a non-belonged player character that belongs to none of the groups can be generated beside predetermined player characters, which allows the addition of a new player character to provide variation in a configuration change of owned player characters. Setting parameters of a generated player character at random, for example, can create a player character with an unpredictable characteristic to participate in the game.
- A group can change its configuration of owned players by the addition of a non-belonged player character to the group with the use of a virtual fund provided for each group, as in the real world, in which a group makes a contract with a new player to call in from outside, thereby adding more reality to the game. The virtual fund section the amount of currency in the game world owned by a group, and its unit may be the amount of money, number of points, number of items, or an imaginary unit.
- Preferably, in the method of the first aspect of the present invention, the determining the change-intended group includes determining two groups among the plurality of groups as change-intended groups;
- the method further comprises judging approval or disapproval of a trade between part of owned player characters of one group and part of owned player characters of the other group, among the two determined change-intended groups;
- the changing the configuration of owned player characters includes executing the trade of player characters to change the configuration of the owned player characters of each of the two determined change-intended groups, when it is judged that the addition is approvable.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, two change-intended groups can be determined automatically, the trade of the player characters can be performed between the groups. Hence, the displacement of the players characters between groups can be performed even during the competition period.
- Preferably, in the method of the first aspect of the present invention, the determining the change-intended group includes determining varying a frequency of the determining change-intended group, according to the proceeding of the game.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, trades can be produced with different frequencies as the game proceeds. By setting the frequency in the latter half of the season higher than that in the first half, for example, it is possible to reproduce the state as seen in the real world also in the game, in which trades are less often made at the start of the season compared to near the end of it, when groups make more trades for the purpose of reinforcing their strengths after making strategy analyses.
- Preferably, the method of the first aspect of the present invention, further comprises determining a ranking of each of the plurality of groups according to each of game results as necessary during the competition period,
- wherein the determining the change-intended group includes determining the change-intended group based on the determined ranking.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, a configuration change of player characters owned by a group can be made according to the group's ranking in the official games. If a group with a lower ranking is more likely to be determined as a change-intended group than a group with a higher ranking, that can reproduce also in the game the state in which a weak group changes its configuration of owned player characters for the reinforcement of its strength, thereby enhancing the reality of the game.
- Preferably, in the method of the first aspect of the present invention, the determining the change-intended group includes determining the change-intended group before or after the competition period.
- According to the above-described method, it is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention. Further, it is possible in the game world to carry out a transfer of a player before or after the season, during which official games are played, as in the real world.
- According to a third aspect of the present invention, a storage medium has information recorded thereon, when the information is loaded onto an operating device, the information making the operating device execute the method as described above.
- Hereupon, various types of IC memories, a CD-ROM, DVD, MO, memory card, memory cassette, and hard disk correspond to this storage medium. It is possible to obtain the same effect as one of the method in accordance with the first aspect of the present invention, by making the operating device load the information stored in such storage medium to process the operation.
- According to a fourth aspect of the present invention, a data signal embodied in a carrier wave, comprises information used for executing the method as described above.
- According to a fifth aspect of the present invention, a program makes the operating device execute the method as described above, when the program is loaded onto an operating device.
- The present invention will become more fully understood from the detailed description given hereinafter and the accompanying drawing given by way of illustration only. However thus are not intended as a definition of the limits of the present invention. Wherein:
- FIG. 1 is a diagram showing an example of a home game unit to which the present invention is applied;
- FIG. 2A and FIG. 2B are diagrams for describing the conceptual configuration of a team in the first embodiment;
- FIG. 3 is a block diagram showing an example of the functional configuration of the first embodiment;
- FIG. 4 is a diagram showing an example of the game schedule and TV on-air dates during the official game period, and corresponding to a screen displaying the game schedule to which the game player can refer to at any time during the game;
- FIG. 5A is a diagram showing an example of the calculation formula of a TV rating, and FIG. 5B is a diagram showing an example of TV rating setting information to which the TV rating calculating section refers in the calculation;
- FIG. 6A and FIG. 6B are diagrams showing an example of the player information in the first embodiment;
- FIG. 7 is a diagram showing an example of the team information in the first embodiment;
- FIG. 8 is a diagram showing an example of the baseball game setting information in the first embodiment;
- FIG. 9 is a diagram showing an example of the negotiation contents information in the first embodiment;
- FIG. 10 is a flowchart for describing the entire process of changing the configuration of player characters owned by a team;
- FIG. 11 is a flowchart for describing the negotiation contents setting process in the first embodiment;
- FIG. 12 is a flowchart for describing the negotiation contents setting process in the first embodiment;
- FIG. 13 is a flowchart for describing the negotiation contents setting process in the first embodiment;
- FIG. 14 is a flowchart for describing the player configuration changing process in the first embodiment;
- FIG. 15A to FIG. 15B shows examples of game screens in the first embodiment;
- FIG. 16 shows an example of the hardware configuration for implementing the home game unit of the first embodiment;
- FIG. 17 shows an example of the exterior of an arcade game unit to which the present invention is applied;
- FIG. 18 is a functional block diagram showing an example of the functional configuration of the second embodiment;
- FIG. 19 shows an example of the manager parameters;
- FIG. 20 is a flowchart for describing the negotiation contents setting process in the second embodiment;
- FIG. 21 is a flowchart for describing the negotiation contents setting process in the second embodiment;
- FIG. 22 is a flowchart for describing the negotiation contents setting process in the second embodiment; and
- FIG. 23 is a functional block diagram showing an example of the functional configuration of the third embodiment.
- Hereinafter, an inkjet printer according to the present invention will be explained with reference to the drawings. However, the scope of the invention is not limited to the illustrated figures.
- Description will be made in detail of a first embodiment according to the present invention with reference to FIG. 1 to FIG. 17. In this embodiment, a baseball game is exemplified in which a club owning a plurality of players arranges a team which repeatedly plays games over an official game period. The official game period herein refers to a competition period, corresponding to the so-called “pennant race period” or “championship season.” That is, the official game period is a virtual period which the players play the games to win the championship during a predetermined schedule.
- Note that the present invention is not only applicable to a baseball game, but also to a game such as a soccer, basketball, volleyball, or hockey game, in which a club owning a plurality of players arranges a team which repeatedly plays games over an official game period.
- [Description of Configuration]
- FIG. 1 is a diagram showing an example of a home game unit to which the present invention is applied. As shown in FIG. 1, the
home game unit 1200 hasgame controllers 1202 and amain unit 1210, and is connected to adisplay 1220 equipped with aspeaker 1222. - The game information required to execute the game, such as a game program and initial data, is stored in the information storage medium detachable from the
main unit 1210, for example, a CD-ROM 1212, anIC memory 1214, and amemory card 1216. Alternatively, the game information is obtained from an external device through acommunication device 1218 which is equipped on themain unit 1210 and connected to acommunication line 1230. Thecommunication line 1230 refers to a communication channel which allows data transmission and reception. In other words, thecommunication line 1230 may be a dedicated line (dedicated cable) for direct connection, a LAN through Ethernet (registered trademark) or the like, and a communication network such as a telephone network, a cable network, or the Internet, whether its communication method is wired or wireless. - The
main unit 1210 is equipped with a processing unit such as a CPU, and a reader for the information storage medium such as theIC memory 1214 and CD-ROM 1212. The main unit executes various game processing based on the game information read from the CD-ROM 1212 or the like and operation signals inputted from thegame controller 1202, displays game screens on thedisplay 1220, and outputs game sounds from thespeaker 1222. - The game player operates a direction key1204, a
button switch 1206, and the like provided on thegame controller 1202 while watching the game screens shown on thedisplay 1220 to enjoy playing the baseball game. In this embodiment, the direction key 1204 is operated to select a player character to be the subject of a trade and the condition of the trade, and thepush switch 1206 is operated to input the decision or the cancellation, for example. - [Description of Summary of Game]
- In the baseball game in this embodiment, six teams play 130 games in total against one another over the official game period set within one year in the game world to win the so-called “pennant race.” The game player selects any one of the six teams as the game player's team. The game player arranges a team from the player characters owned by the group (the same meaning as the player character belonging to the group, which may be hereinafter referred to as “owned player” as appropriate) to play a game against a team played by the computer (or by another player). During the game, the game player can input a variety of operations of pitching, fielding, base-running, batting, and the like to enjoy the baseball game.
- FIG. 2A and FIG. 2B are diagrams for describing the conceptual configuration of a team in this embodiment. As shown in the diagram, owned player characters of each
team 2 are constituted ofdomestic players 4 andforeign players 6 having different attributes, on which a domestic players quota and a foreign players quota are set, respectively, to limit the maximum number of players that can be in the roster. In the diagram, the foreign players quota is 4. - The configuration of owned player characters of each team can be changed even during the official game period. The change of the configuration of owned player characters is performed in a “trade” event, in which two teams exchange their domestic players, and in a “foreign player acquirement negotiation” event, in which a team pays virtual contract money to acquire a foreign player that belongs to none of the teams. In the present specification, the exception of an owned player character from the configuration is referred to as “to release” or “to delete from the registration,” and the addition to the configuration is referred to as “to acquire” or “to register” as appropriate.
- A “trade” event in this embodiment occurs with random timing during the official game period. A team with a lower ranking in the pennant race is more likely to be selected as one of the two teams that make a trade.
- A “foreign player acquirement negotiation” event in this embodiment occurs during the official game period to a team with “team parameters,” as parameters set for each team, falling short of a predetermined condition. It also occurs at random during the official game period.
- The team parameters are parameters set for each team, and vary depending on the results of games played in the pennant race. The team parameters in this embodiment include, for example, the team's ranking in the pennant race, the virtual TV rating average value corresponding to the team's popularity, and the number of registered foreign players owned by the team (the number of foreign players). Team parameters are determined to fall short of a predetermined condition when the TV rating average value does not satisfy a predetermined condition, or when the number of registered foreigners is less than its maximum, for example. A trade will serve as an adrenaline for recovering the team's popularity, which has become lower, in the former case, or will serve as a reinforcement of the team's strength in the latter case.
- That is, in this embodiment, events such as a “trade” and a “foreign player acquirement negotiation,” which involve changing the configuration of player characters owned by a team, occur according to the state of each team (team parameters), which changes as the game proceeds. In this way, a more real pennant race can be materialized as in the actual professional baseball world, in which teams make a trade and acquire a foreign player even during the official game period to increase the team's strength.
- [Description of Function Block]
- FIG. 3 is a block diagram showing an example of the functional configuration of this embodiment. As shown in the drawing, the
home game unit 1200 is provided with anoperation input section 10 for inputting operations from the game player, aprocessing section 20 for processing operations to control the unit and the game, animage displaying section 30 for outputting game screens to be displayed, asound output section 40 for outputting game sounds to be sounded, acommunication section 50, and astorage section 70 for storing a variety of programs and data. - The
operation input section 10 functions by section of a button switch, lever, dial, mouse, keyboard, or other various sensors, is inputted operations by a player, and outputs operation input signals to theprocessing section 20. In this embodiment, thegame controllers 1202 correspond to this operation input section. - The
processing section 20 controls whole of thehome game unit 1200 as well as execute various computing processes such as game computing. The functions thereof are implemented by hardware such as a CPU (CISC type and RISC type) or an ASIC (gate array), and the related control programs. The processing unit, such as the CPU, equipped with themain unit 1210 in FIG. 1 corresponds to this processing section. - The
processing section 20 includes agame computing section 22 serving for mainly game computing, theimage generating section 24 for generating the image signals to display the game screens based on various data obtained from the processes executed by thegame computing section 22, and thesound generating section 26 for generating game sounds to be output as sound effects or BGM. - The
game computing section 22 executes various game processing based on the signals inputted through theoperation input section 10, or the program and data loaded from thestorage section 70. As the game processing, for example, arranging objects in a virtual space, controlling motions of objects of player characters based on signals inputted from theoperation input section 10, computing paths of pitched and batted balls, crossing detection for objects (hit check), calculating the batting results, calculating the game results (records), arranging view points, determining view directions or the like, are performed. - The
game computing section 22 in this embodiment includes: (1) aparameter varying section 220 for varying parameters set for each team and player character according to the progress and play results of the game; (2) a changes-intendedteam determining section 221 for selecting a team which can change its configuration of owned player characters as a changes-intended team; (3) a changescontents setting section 222 for determining the contents of the configuration change of the team selected as the changes-intended team based on its team parameters; (4) a playersconfiguration changing section 223 for carrying out the process of changing the configuration of owned player characters; (5) a baseball gameplan setting section 224 for setting the schedule of games during the official game period and for setting several of the games as special event games which are held on virtual TV on-air dates; (6) a TVrating calculating section 225 for calculating a virtual TV audience rating, which is a virtual point determined based on the results of a game held on the TV on-air date; and (7) a cashreward calculating section 226 for calculating a virtual cash reward based on the calculated TV rating. - The
parameter varying section 220 varies team parameters set for each team and player parameters set for each player character according to the progress and play results of the game. As examples of the team parameters, the ranking in the pennant race (pennant ranking), the number of registered foreigners, the TV rating average value, and the fund of the team may be used. - The TV rating average value is the average value of TV ratings calculated by the TV
rating calculating section 225, and is an index of the team's popularity. The fund is the total amount of cash rewards which have already been received by the team. As examples of the player parameters, the playing record and the name value of the player character may be used. The name value is determined according to the playing record of the player character, and is an index of the player character's popularity. - The changes-intended
team determining section 221 has functions of: (1) determining a team with its team parameters falling short of a predetermined condition as the changes-intended team; and (2) automatically selecting two teams which make a trade as the changes-intended teams. - More specifically, in the former case, the changes-intended
team determining section 221 selects as the changes-intended team a team with its TV rating average value lower than a predetermined TV rating value or a team with the number of registered foreigners less than its foreign players quota, for example, to allow acquiring a foreign player. In the latter case, the changes-intendedteam determining section 221 divides the official game period into a first half and a latter half, for example, and arranges that events occur with a predetermined probability (5%, for example) in the first half, and that events occur with a higher probability (8%, for example) in the latter half. In the selection of two changes-intended teams, a team with a lower ranking in the pennant race is selected with a higher probability, and a team with a higher ranking is selected with a lower probability. - The changes
contents setting section 222 decides for the team selected as the changes-intended team by the changes-intendedteam determining section 221 the contents of the configuration change of owned player characters, that is, the contents of the “trade” and “foreign player acquirement negotiation,” and determines whether the configuration change succeeds or fails (corresponding to the success or failure of the trade or foreign player acquirement negotiation). - More specifically, in the case that only one team is selected as the changes-intended team, that is, the changes-intended
team determining section 221 determines that its team parameters fall short of a predetermined condition, the team carries out an acquirement of a foreign player. That is, if the changes-intended team already has the full number of registered foreign players to the maximum of its foreigners registration quota, the player character with the lowest name value of the player parameters is automatically released to make room available in the foreign players quota. If there is room available in the foreigners registration quota, a player character to be acquired is selected among non-belonged foreign players. At this time, if the changes-intended team is the game player's team, the game player makes an input to select the foreign player to be acquired. - Then, if the fund of the team is more than the acquired money (corresponding to the contract money) set in advance for each foreign player, it is determined that the negotiation goes through, that is, the acquirement goes through, and, on the contrary, if the fund is less than the acquired money, it is determined that the negotiation does not go through, that is, the acquirement does not go through.
- In the case that two teams are selected as the changes-intended teams, that is, selected by the changes-intended
team determining section 221 as teams which make a trade, player characters as trade personnel are selected to carry out the so-called trade process. - More specifically, first, the number of player characters to be traded (one to one, plural to plural, for example) is determined at random. When the number of players to be traded is determined, player characters to be released in the trade (trade personnel) are selected. The determined number of player characters (hereinafter referred to as “first trade-intended players”) are first selected from one of the teams, with a higher probability as the player character's name value is lower. The same number of player characters (hereinafter referred to as “second trade-intended players”) are then selected from the other team, of which fielding positions are the same as, and of which name values are generally equivalent to those of the first trade-intended players. If second trade-intended players can be successfully selected, it is determined that the negotiation goes through, that is, the trade goes through. On the contrary, if second trade subject characters cannot be selected because, for example, player characters corresponding to the first trade-intended players do not exist, it is determined that the negotiation does not go through, that is, the trade does not go through.
- The players
configuration changing section 223 changes the configuration of player characters owned by the team and changes to which team the player characters subjected to the change belong, according to the change contents of the negotiation that is determined to go through by the changescontents setting section 222. - The baseball game
plan setting section 224 sets the schedule of games before the official game period starts, and sets several of the games as held on virtual TV on-air dates. FIG. 4 shows an example of the game schedule and TV on-air dates during the official game period in this embodiment, corresponding to a screen showing the game schedule to which the game player can refer to any time during the game. As shown in the drawing, the calendar displays ateam 1 against which the game player's team plays a game, and acamera mark 5 indicating that the date with the mark is a TV on-air date. At the lower section of the screen is shown alist 7 of games held on the date selected by aselector 3. - In the drawing, the screen shows that, for example, the game player's team has a game against the B team on Apr.2, which is not a TV on-air date. It also shows that the game player's team has a game against the D team on Apr. 19, which is a TV on-air date. It can also show the results of games that have already been finished, and, if a TV on-air date is selected by the
selector 3, show aTV rating 9. In the drawing, theTV rating 9 is “0.0%” since the game on Apr. 19 has not yet been played. - The TV
rating calculating section 225 calculates a virtual TV rating based on the game results of a game held on a virtual TV on-air date set by the baseball gameplan setting section 224. FIG. 5A shows an example of the calculation formula, and FIG. 5B shows an example of TVrating setting information 738 to which the TVrating calculating section 225 refers in the calculation. - The TV rating in this embodiment is calculated according to the game results or the game contents of a game held on a TV on-air date. That is, the TV rating is determined as the total sum of basic TV ranking additional values (738 a to 738 d), which are shown in FIG. 5B, multiplied by each of baseball game contents correction values (738 e to 738 h).
- The basic TV rating additional values are set in advance as the number of wins and losses, the team's ranking, and the day of the week of the TV on-air date, for example. The baseball game contents correction values are set in advance as the number of innings of1 point gap, the number of upsets in the game, the type of the finishing homer, and the number of entries by player characters with higher name values, for example. As a result, if teams with high rankings play a close, thus dramatic and impressive game with many upsets on a day of the week on which the game draw more viewers, the game produces a high TV rating. The entry of a player character with a high popularity also produces a high TV ranking.
- The contents of elements, the additional values and the correction values may be set as appropriate.
- The cash
reward calculating section 226 calculates a virtual cash reward in response to the value of the TV rating calculated by the TVrating calculating section 225. The total sum of cash rewards that have been already paid to a team is the “fund” as one of the team parameters. The fund of a team is virtual money obtainable in the game, and serves, in this embodiment, as virtual contract money for a foreign player. That is, in order to acquire a foreign player, the team's fund (total sum of cash rewards) needs to have reached the “acquired money,” which is set in advance for each foreign player, corresponding to the desired amount of contract money. Relation for calculating a cash reward from a TV rating may be set as appropriate. - The functions of the
image generating section 24 is implemented by the processing unit such as the CPU and DSP, the control program and the IC memory for image frames such as a frame buffer. Theimage generating section 24 executes a geometry conversion process and a shading process based on the results computed by thegame computing section 22, and generates the 3DCG images for displaying the game screen. Furthermore, theimage generating section 24 also combines images with the 3DCG images. Then, theimage generating section 24 outputs the image signals of the generated game images to theimage displaying section 30. - The
sound generating section 26, which is implemented by a processing unit such as a CPU or DSP and its control program, generates sounds used in the game such as sound effect and BGM, and outputs the sound signals to thesound output section 40. - The
image displaying section 30 is designed to display the game screen by refreshing a screen of one frame per 1/60 second, for instance, based on the image signals from theimage generating section 24. Theimage displaying section 30 is implemented by hardware such as a CRT, LCD, ELD, PDP or HMD. Thedisplay 1220 in the example of FIG. 1 corresponds to this section. - The
sound output section 40 outputs game sounds including sound effect and BGM based on the sound signals generated thesound generating section 26. Thespeaker 1222 in the example of FIG. 1 corresponds to this section. - The
communication section 50 connects with a communication line to transmit and receive data to and from an external device. Thecommunication section 50 is implemented by, for example, a module of such as Bluetooth (REGISTERED TRADEMARK) or IrDA, modem, TA, communication cable jack, and control circuit. Thecommunication device 1218 in FIG. 1 corresponds to this section. Information on such as protocol used in the communication by thecommunication section 50 is stored in thestorage section 70, for example, to be read as necessary. - The
storage section 70 stores a system program (not shown) which implement various functions of permitting theprocessing section 20 to synthetically control thehome game unit 1200,game information 72 including the program and data required for it to execute the game. The functions of thestorage section 70 are implemented by an information storage medium such as various types of IC memories, a hard disc, CD-ROM, DVD and MO. The CD-ROM 1212, theIC memory 1214, and thememory card 1216 equipped with the main unit in FIG. 1 correspond to this information storage medium. -
Game information 72 includes programs and data to permit theprocessing section 20 to function as thegame computing section 22. - The programs include a
parameter varying program 720 for permitting theprocessing section 20 to function as theparameter varying section 220, a changes-intendedteam determining program 721 for permitting it to function as the changes-intendedteam determining section 221, a changescontents setting program 722 for permitting it to function as the changescontents setting section 222, a playersconfiguration changing program 723 for permitting it to function as the playersconfiguration changing section 223, a baseball gameplan setting program 724 for permitting it to function as the baseball gameplan setting section 224, a TVrating calculating program 725 for permitting it to function as the TVrating calculating section 225, and a cashreward calculating program 726 for permitting it to function as the cashreward calculating section 226. - The data include
stage information 730,player information 732,team information 734, baseballgame setting information 736, TVrating setting information 738, cashreward setting information 740,date counter 742, andnegotiation contents information 744. Although not shown in the drawing, the data also include a variety of information used during a baseball game in progress, such as the number of the inning, which half of the inning, count of balls and strikes, batting order, and data for replay. - The
stage information 730 includes, for example, information on objects (modeling data, texture data, displaying position setting, and sound data such as sound effect, for example), which are used to display in a virtual space a stage and items used in the baseball game, such as a stadium, a count display, spectators, a ball and a bat. - FIG. 6A and FIG. 6B show an example of the
player information 732 in this embodiment. As shown in FIG. 6A, theplayer information 732 includes information on each of the player characters having different attributes, namely domestic players 732-1 and foreign players 732-2, related to and stored for each of them. - As shown in FIG. 6B, examples of the
player information 732 on one player character includeplayer identification information 732 a (or player's name), belongedteam 732 b, display model, motion data, initial setting values of parameters (“1” to “5,” for example), and season values updated as the game proceeds. In this embodiment, theplayer information 732 particularly includesname value 732 c (“0” to “100,” for example), which shows the player character's popularity, and acquiredmoney 732 d. Domestic players 732-1 also have similar information related to and stored for each of them. - The
team information 734 is provided for each team, and stores team parameters and identification information of player characters owned by the team. - FIG. 7 shows an example of the
team information 734 in this embodiment. As shown in the drawing, theteam information 734 includesteam identification information 734 a, team parameters such as TV ratingaverage value 734 b,fund 734 c and number offoreign players 734 d, ownedplayer information 734 e, and pennant ranking 734 j, mutually related and stored therein. The TV ratingaverage value 734 b is the average value of past TV ratings set by the TVrating calculating section 225, corresponding to an index of the team's popularity. The ownedplayer information 734 e includes registered domesticplayer identification information 734 f, which shows the domestic players registered on the team, and registered foreignplayer identification information 734 g, which shows the foreign players registered on the team. When the playersconfiguration changing section 223 changes the configuration of player characters owned by a team, the ownedcharacter information 734 e is updated as appropriate. - FIG. 8 shows an example of the baseball
game setting information 736 in this embodiment. The baseballgame setting information 736 includesdate 736 a, day of theweek 736 b, on-air date flag 736 c, match-upcombination 736 d, and match-upresult information 736 e, mutually related and stored therein. - The
date 736 a, day of theweek 736 b, and on-air date flag 736 c are set by the baseball gameplan setting section 224. Thedate 736 a and day of theweek 736 b are set corresponding to the virtual calendar during the official game period. The on-air date flag 736 c shows whether or not the date is set as a TV on-air date by the baseball gameplan setting section 224. The match-upcombination 736 d stores the team identification information of pairs of opposing teams. The match-upresult information 736 e stores, for example, score, TV rating, and amount of the acquired cash reward. The match-upresult information 736 e may include data for displaying replay pictures. - The TV
rating setting information 738 stores the settings of the basic TV rating additional values and baseball game contents correction values, which are set in advance for calculating a TV rating. The TVrating calculating section 225 calculates a TV rating with reference to the TVrating setting information 738. Preferably a plurality of sets of TVrating setting information 738 are provided, for example, one for the pennant race and another for the championship, in which the winners of respective leagues in the pennant race play games, and the set for the latter is arranged to provide a higher TV rating, thereby enhancing the reality of the game. - The cash
reward setting information 740 stores information (table data, coefficients, and correction values, for example), which is set in advance for calculating a cash reward according to the TV rating. The cashreward calculating section 226 calculates a cash reward with reference to the cashreward setting information 740. - FIG. 9 shows an example of the
negotiation contents information 744 in this embodiment. Thenegotiation contents information 744 stores information on the changes contents set by the changescontents setting section 222 for managing a trade or foreigner acquirement negotiation. Thenegotiation contents information 744 stores, for example, change-intendedteam identification information 744 a, which shows a team subjected to a foreign player acquirement or trade, change-intendedplayer identification information 744 b, which shows a player character subjected to the acquirement or trade, success orfailure flag 744 c, which shows whether the negotiation is a success or failure, andnegotiation starting date 744 d, on which the virtual negotiation is started. The playersconfiguration changing section 223 carries out a configuration change of owned player characters according to the contents of the trade or foreign player acquirement, if a predetermined number of days have elapsed from its negotiation starting date stored in thenegotiation contents information 744 and if its success or failure flag is “1,” which represents a success. - [Description of Process Flow]
- Then, description will be made of a flow of the process of changing the configuration of player characters owned by a team (“trade” and “foreign player acquirement negotiation”) in this embodiment with reference to FIG. 10 to FIG. 14. This process is implemented by the
processing section 20, which reads from thegame information 72 and executes theparameter varying program 720, the changes-intendedteam determining program 721, the changescontents setting program 722, the playersconfiguration setting program 723, the baseball gameplan setting program 724, the TVrating calculating program 725, the cashreward calculating program 726, and, not to mention, the game program. - [1. Entire Flow]
- FIG. 10 is a flowchart for describing the entire process of changing the configuration of player characters owned by the game player's team in this embodiment. The game player's team refers to the team operated by the game player, which has been selected by the game player among the six teams. The teams other than the game player's team are controlled by the computer.
- In the drawing, first, the baseball game
plan setting section 224 sets the schedule of baseball games during the official game period on the game world calendar, and sets a predetermined number of TV on-air dates among the set baseball games (step S2). The TV on-air dates may be selected at random from the baseball games held each month, for example. The set information is stored as the baseballgame setting information 736. At this time, thegame computing section 22 sets thedate counter 742 to Jan. 1 or to the first day of the official game period, for example, as an initial state. - The
game computing section 22 refers to the baseballgame setting information 736, and, if there exists any baseball game set on the date (step S4; Yes), executes the set baseball game (step S6). That is, if there exists a baseball game for the game player's team, the baseball game is played by the game player's team and a computer team, as in the conventional baseball games. If there exists a baseball game to be played by two computer teams, thegame computing section 22 controls (computer control) both the teams to execute the baseball game. - When the baseball game is over, the
game computing section 22 stores the baseball game results in the match-upresult information 736e of the baseball game setting information 736 (step S8). Based on the baseball game results, theparameter varying section 220 updates the team parameters such as pennant ranking (step S10). - The
game computing section 22 refers to the baseballgame setting information 736 to determine whether or not the date is set as a TV on-air date (step S12). If the date is set as a TV on-air date (step S12; Yes), all the teams having a game are subjected to the process below (loop 1;step 14 to step 26). - That is, the TV
rating calculating section 225 refers to the contents of the match-upresult information 736e to calculate the TV rating according to the TV rating setting information 738 (step S16). The calculated TV rating is stored in the match-upresult information 736 e (step S18), and the TV ratingaverage value 734 b of the teams that have matched in the baseball game is updated (step S20). - The cash
reward calculating section 226 calculates the cash reward according to the cashreward setting information 740 with reference to the TV rating stored in the match-upresult information 736e (step S22), and adds the calculated cash reward to thefund 734 c of the teams that have matched in the baseball game (step S24). - When
loop 1 is executed for all the teams having a baseball game on the date, the negotiation contents setting process is then executed (step S30). The changes-intendedteam determining section 221 selects a changes-intended team which can change the configuration of owned player characters, and the changescontents setting section 222 determines the contents of a change of players owned by the selected team by a trade or foreign player acquirement. The information on the contents of the change of owned players is registered in thenegotiation contents information 744. - The players
configuration changing section 223 then executes the player configuration changing process, in which the playersconfiguration changing section 223 searches the contents of changes of owned players (contents of “trade” and “foreign player acquirement negotiation”) registered in thenegotiation contents information 744, and, if any change is found with a predetermined number of days having elapsed from the negotiation starting date in the game world time, implements the contents of the found change sequentially to change the configuration of owned player characters (step S32). The implemented “trade” or “foreign player acquirement negotiation” is deleted from the registration in thenegotiation contents information 744. - When the changes of the configuration of owned player characters are complete, the
game computing section 22 determines whether or not the official game period has ended. If the official game period has not ended (step S34; No), the date counter is increased by a day (step S36) to return tostep 2. If the official game period has ended (step S34; Yes), it is determined that the pennant race is over to end the game. - As in the conventional baseball games, it may be arranged that, if the game player's team is at the top of the pennant race when the game is over, the game player's team plays games in the championship race against the team that has won in another league.
- [2. Flow of Negotiation contents setting process]
- FIG. 11 to FIG. 13 are flowcharts for describing the negotiation contents setting process in this embodiment.
- First, the changes-intended
team determining section 221 refers to the TV ratingaverage values 734 b of the teams, and searches for a team of which TV ratingaverage value 734 b is less than a predetermined reference value (3%, for example) (step S102). The changes-intendedteam determining section 221 defines any found team as a changes-intended team (step S104), judging that the team's popularity has become lower and that a change in the configuration of foreign players owned by the team would be required as an adrenaline to recover its popularity. - If the changes-intended team is the game player's team (step S106; Yes), the changes
contents setting section 222 allows displaying a picture in which the game player selects to or not to execute a change in the configuration of foreign players (foreign player acquisition) (step S108). - If the game player selects to execute a foreign player acquisition (step S110; Yes), it is determined whether or not the number of foreign players owned by the changes-intended team has reached its foreigners registration quota (step S112).
- If the foreigners registration quota is reached (step S112; Yes), the foreign players that are registered in the registered foreign
player identification information 734 g are displayed so as to be selectable (step S114). When the game player has made an input of selection, the changescontents setting section 222 determines the player character to be released according to the operation input (step S116), and the playersconfiguration changing section 223 deletes the selected player character from the registration in the registered foreignplayer identification information 734 g to store “0”, which represents belonging to no team, as the belongedteam 732 b of the deleted player character (step S118). - The changes
contents setting section 222 searches theplayer information 732 to allow displaying a list of non-belonged foreign players so as to be selectable (step S120) When the game player has made an input of selection, the changescontents setting section 222 determines the acquirement-intended foreign player according to the operation input (step S122). - On the other hand, if the changes-intended team is a team operated by the computer (step S106; No), the changes
contents setting section 222 searches for a player character with thelowest name value 732 c among the foreign players owned by (registered on) the team (step S124), and the playersconfiguration changing section 223 deletes the player character from the registration (step S126). - The changes
contents setting section 222 searches for a predetermined number of (10, for example) foreign players with highest name values 732 c among non-belonged foreign players in the player information 732 (step S128), and selects a player character from the foreign players at random (step S130). - When the foreign player desired to be acquired is selected, a comparison is made between the
fund 734 c of the changes-intended team and the acquiredmoney 732 d of the selected foreign player. If thefund 734 c exceeds the acquiredmoney 732 d (step S132; Yes), the changescontents setting section 222 judges the success of the negotiation, that is, the success of the acquirement (step S134), and registers in thenegotiation contents information 744 information on the negotiation contents to set the success orfailure flag 744 c to “1 (negotiation succeeded)” (step S138). If thefund 734 c does not exceed the acquiredmoney 732 d (step S132; No), the changescontents setting section 222 judges the failure of the negotiation, that is, the failure of the acquirement (step S136), and registers in thenegotiation contents information 744 information on the negotiation contents to set the success orfailure flag 744 c to “0 (negotiation failed)” (step S138). - Then, in FIG. 12, the changes-intended
team determining section 221 searches for a team of which number offoreign players 734 d has not reached the foreign players quota “4” (step S140), and defines any found team as a changes-intended team (step S142). - If the changes-intended team is the game player's team (step S144; Yes), the changes
contents setting section 222 allows displaying a screen in which the game player selects to or not to execute a change in the configuration of foreign players (foreign player acquisition) (step S146). - If the game player selects to execute a foreign player acquisition (step S148; Yes), the changes
contents setting section 222 searches theplayer information 732 to allow displaying a list of non-belonged foreign players so as to be selectable (step S150). When the game player has made an input of selection, the changescontents setting section 222 determines the acquirement-intended foreign player according to the operation input (step S152). - If the changes-intended team is a team operated by the computer (step S144; No), the changes
contents setting section 222 searches for a predetermined number of (10, for example) foreign players with highest name values 732 c among non-belonged foreign players in the player information 732 (step S154), and selects a player character from the foreign players at random (step S156). - When the foreign player desired to be acquired is selected, a comparison is made between the
fund 734 c of the changes-intended team and the acquiredmoney 732 d of the selected foreign player. If thefund 734 c exceeds the acquiredmoney 732 d (step S158; Yes), the changescontents setting section 222 judges the success of the negotiation, that is, the success of the acquirement (step S160), and registers in thenegotiation contents information 744 information on the negotiation contents to set the success orfailure flag 744 c to “1 (negotiation succeeded)” (step S164). If thefund 734 c does not exceed the acquiredmoney 732 d (step S158; No), the changescontents setting section 222 judges the failure of the negotiation, that is, the failure of the acquirement (step S162), and registers in thenegotiation contents information 744 information on the negotiation contents to set the success orfailure flag 744 c to “0 (negotiation failed)” (step S164). - Then, in FIG. 13, the changes-intended
team determining section 221 determines whether or not a trade is generated at random with a predetermined probability (step S170). Specifically, a random number is generated so as to generate a trade with a probability of 5% in the first half of the competition period, and with a probability of 3% in the latter half of the competition period, for example. - If a trade is generated (step S172; Yes), the changes-intended
team determining section 221 determines two teams that make a trade according to the rankings in the pennant race (step S174). Specifically, a random number is generated for each team in sequence so as to determine whether or not the team is selected with a probability according to its ranking in the pennant race, until two teams are selected as trading teams, for example. The probability in the selection is set in advance to be lower (5%, for example) for a team with a higher ranking, and to be higher (35%, for example) for a team with a lower ranking. - When two teams are selected as the trading teams, the changes
contents setting section 222 selects a player character to be released in the trade (first trade-intended player) from the team other than the game player's team (step S176). Specifically, the domestic players registered in the registered domesticplayer identification information 734 f of the team are ranked according to their name values 732 c, and a player character with a low name value and ranked in the lowest rank is selected at random, for example. - If the other team as a trading partner is the game player's team (step S178; Yes), the changes
contents setting section 222 allows displaying a screen which informs the game player that a trade is offered and which allows the game player to select to or not to accept the trade (step S180). - If the game player makes an input to accept the trade (step S182; Yes), the changes
contents setting section 222 allows displaying the fielding position and rank of thename value 732 c of the player character already selected (first trade-intended player) (step S184). The list of the domestic players registered in the registered domesticplayer identification information 734 f is displayed so as to be selectable, to allow the game player to select a player character tobe traded (second trade-intended player) or to select to cancel the trade (step S186). - If the other team as a trading partner is not the game player's team (step S178; No), the changes
contents setting section 221 searches for a player character generally at the same level as the player character already selected (first trade-intended player) (step S188). Specifically, a player character with the same fielding position as and generally in the same rank as the parameters of the player character already selected to be traded is searched for from the domestic players registered in the registered domesticplayer identification information 734 f of the team, for example. If any player characters are found (step S190; Yes), a player character is selected at random from the found player characters (step S192). - The changes
contents setting section 222 judges whether or not the negotiation goes through (step S194). - If the game player does not select a second trade-intended player, or if a second trade-intended player equivalent to the first trade-intended player is not selected from the team operated by the computer (step S194; No), the changes
contents setting section 222 judges the failure of the negotiation, that is, the configuration of the owned player characters cannot be changed (step S196), and registers in thenegotiation contents information 744 information on the negotiation contents to set the success orfailure flag 744 c to “0 (negotiation failed)” (step S198). - If a second trade-intended player is selected (step S194; Yes), the changes
contents setting section 222 judges the success of the negotiation, that is, the configuration of the owned player characters can be changed (step S197), and registers in thenegotiation contents information 744 information on the negotiation contents to set the success orfailure flag 744 c to “1 (negotiation succeeded)” (step S198) - [3. Flow of Player configuration changing process]
- FIG. 14 is a flowchart for describing the player configuration changing process in this embodiment.
- As shown in the drawing, the players
configuration changing section 223 refers to the negotiation contents information 744 (step S202), and compares the negotiation starting dates 744 d of the registered foreign player acquirement negotiations or trades with the present date in the game world to search for a negotiation or trade with a predetermined number of days having elapsed from the negotiation starting date (step S204). - According to the contents of any found foreign player acquirement negotiation or trade, the configuration of player characters owned by the team in the change-intended
team identification information 744 a is changed. - Specifically, in the case of a foreign player acquirement negotiation (step S206; Yes), for example, if the success or
failure flag 744 c stored is “1,” which indicates that the negotiation goes through (step S208; Yes), the team identification information of the negotiation partner is stored in the belongedteam 732 b of the foreign player in the change-intendedplayer identification information 744 b registered in the negotiation contents information 744 (step S210), and the player identification information of the foreign player is registered in the registered foreignplayer identification information 734 g of the team in the change-intendedteam identification information 744 a (step S212). The playersconfiguration changing section 223 allows displaying on the game screen the success of the acquirement of the foreign player (step S214). - If the success or
failure flag 744 c stored is “0,” which indicates that the negotiation does not go through (step S208; No), the playersconfiguration changing section 223 allows displaying on the game screen the failure of the acquirement of the foreign player (step S215). - In the case of a trade of player characters between teams (step S206; No), for example, if the success or
failure flag 744 c stored is “1,” which indicates that the negotiation goes through (step S216; Yes), the registered domesticplayer identification information 734 f of each team and the belongedteam 732 b of theplayer information 732 are changed so that the two trade-intended teams exchange their trade-intended players (step S218). The playersconfiguration changing section 223 allows displaying on the game screen the success of the trade (step S220). - If the success or
failure flag 744 c stored is “0,” which indicates that the negotiation does not go through (step S216; No), the registered domesticplayer identification information 734 f and the belongedteam 732 b of theplayer information 732 are not changed, and the playersconfiguration changing section 223 allows displaying on the game screen the failure of the trade (step S222). - As a result of the processing above, events such as a trade and foreign player acquirement negotiation can be carried out in response to the state of the teams even during the pennant race, thereby enhancing the reality and appeal of the game.
- FIG. 15A to FIG. 15D show examples of game screens in this embodiment, showing examples of the screens concerning a foreign player acquirement negotiation. FIG. 15A is a game screen corresponding to step108 in the negotiation contents setting process. The game screen displays a message “Popularity of your team is flagging. Acquire a foreign player as a popularity-recovering plan,” for example, and also displays choices of whether or not to acquire a foreign player so as to be selectable.
- FIG. 15B is a game screen corresponding to step120 in the negotiation contents setting process. The game screen displays an at-
a-glance chart 80 showing non-belonged foreign players together with their parameters. Note that the at-a-glance chart 80 does not show the acquiredmoney 732 d in this embodiment. The game player takes into consideration the amount of team's fund available and the foreign players' parameters by reference to afund displaying field 82 to select one player character, in the case of the drawing. Since the acquiredmoney 732 d of each player is not known at this time, the game player selects a foreign player so that the acquiredmoney 732 d of the selected foreign player will not exceed the fund of the game player's team, bearing in mind that the values of the foreign players' parameters are more or less proportional to their amount of acquired money, for example. In other words, price negotiation is executed. - FIG. 15C and FIG. 15D are game screens corresponding to step214 and step 215, respectively, in the player configuration changing process. The success or failure of a foreign player acquirement negotiation is informed on the game screen. If the acquired
money 732 d of the foreign player selected by the game player does not exceed the fund of the game player's team, the game screen of FIG. 15C is displayed, and if it does, the game screen of FIG. 15D is displayed. - [Hardware Configuration]
- Descriptions will be next made in a hardware construction which could implement the functions of the
home game unit 1200. - FIG. 16 is a diagram showing an example of the hardware construction according to the embodiment of the present invention. The
home game unit 1200 has aCPU 1000, aROM 1002, aRAM 1004, adata storage medium 1006, asound generation IC 1008, animage generating IC 1010, and I/O ports system bus 1016 so as to input/output data. - The
CPU 1000 corresponds to theprocessing section 40 in FIG. 3, and performs total control of thehome game unit 1200 and various data processes, according to a program stored in thedata storage medium 1006, a system program stored in theROM 1002, the operation input signals inputted through thecontrol device 1022 or the like. - The
ROM 1002, theRAM 1004 and thedata storage medium 1006 correspond to thestorage section 70 in FIG. 3. TheROM 1002 corresponds to the IC memory implemented in themain unit 1210 in FIG. 1, and stores programs and data such as the system program or the like related to the control of themain unit 1210. TheRAM 1004 is a storage section used as a work area of theCPU 1000. TheRAM 1004 stores for example, given contents in theROM 1002 or thedata storage medium 1006, results computed by theCPU 1000 and the like. Thedata storage medium 1006 corresponds to the CD-ROM 1212, theIC memory 1214 and thememory card 1216 in FIG. 1. The functions of thedata storage medium 1006 could be implemented by an IC memory card, a hard disc unit detachable from the main unit, MO or the like. Furthermore, Thedata storage medium 1006 stores data stored in theROM 1002, and loads the data to use, as needed. - The
sound generation IC 1008 is an integrated circuit designed to generate game sounds such as sound effects and BGM based on the data stored in thedata storage medium 1006 or theROM 1002. The generated game sounds are output from aspeaker 1020. Thespeaker 1020 corresponds to thesound output section 40 in FIG. 3 or thespeaker 1222 in FIG. 1. - The
image generating IC 1010 is an integrated circuit designed to generate pixel information for outputting images to adisplay 1018. Theimage generating IC 1010 corresponds to theimage generating section 24 in FIG. 3. Thedisplay 1018 corresponds to theimage displaying section 30 in FIG. 3 or thedisplay 1220 in FIG. 1. - The I/
O port 1012 connects to acontrol device 1022. The I/O port 1014 connects to acommunication device 1024. - The
control device 1022 corresponds to theoperation input section 10 in FIG. 3, or thegame controllers 1202 in FIG. 1. Thecontrol device 1022 is designed to permit a player to input various operation data - The
communication device 1024 is designed to input/output various information to be used in the game unit to/from an external device. It connects to another game device in order to transmit/receive information required for the game program. It also transmits/receives the game program information via a communication line. Thecommunication device 1024 corresponds to thecommunication section 50 in FIG. 3 or thecommunication device 1218 in FIG. 1. - Software execution with the
CPU 1000 or a general-purpose DSP may also be allowed for processes which could be executed by thesound generating IC 1008 or theimage generating IC 1010. - The present invention applies not only to the
home game unit 1200 shown in FIG. 1, also to various devices including an arcade game device, a mobile game device, a general-purpose computer such as a personal computer, a large-sized attraction device in which many players can participate, or the like. - FIG. 17 shows an example of the exterior of an
arcade game unit 1300 to which the present invention is applied, for example. As shown in the drawing, anarcade game unit 1300 is provided with adisplay 1302 for displaying game pictures, aspeaker 1304 for outputting sound effect and BGM in the game, ajoystick 1306 for inputting vertical and horizontal operations, pushbuttons 1308, and acontrol unit 1320 for integrally controlling thearcade game unit 1300 by computer processing to execute a given game. - The
control unit 1320 is equipped with a processing unit such as a CPU, and aROM 1322 in which game programs and data are stored that are required to control thearcade game unit 1300 and to execute the game. The CPU mounted on thecontrol unit 1320 reads from theROM 1322 as appropriate and computes the programs and data to execute a variety of processes. - The game player operates the
joystick 1306 and pushbuttons 1308 while watching the game pictures displayed on thedisplay 1302 to enjoy playing the game. - It should be understood that the application of the present invention is not limited to games to be executed on a stand-alone device, but the present invention may be applied to those called network games. Examples of the system configuration designed to implement a network game are as follows: (1) configuration having a home PC or home game system as a game terminal to be connected to a server via a wired/wireless communication line such as the Internet or a dedicated line network; (2) configuration connecting multiple game terminals to each other via a communication line without a server; (3) configuration connecting multiple game terminals via a communication line, one of which functions as a server; and (4) configuration physically linking multiple game terminals with each other to serve as a single system (e.g. arcade game system).
- Description will be made of a second embodiment to which the present invention is applied with reference to FIG. 18 to FIG. 22. This embodiment is characterized by a virtual manager provided for each team, according to the parameters of which a player character is selected in a trade or foreign player acquirement negotiation. Note that this embodiment can be implemented basically by the same constituent elements as those in the first embodiment, to which the same reference numerals and symbols are affixed and of which description will be omitted as appropriate.
- [Description of Function Block]
- FIG. 18 is a functional block diagram showing an example of the functional configuration of this embodiment. As shown in the drawing, the
team information 734 includesmanager type 734 h, and thegame information 72 includesmanager parameters 747 for each manager type. - FIG. 19 shows an example of the manager parameters in this embodiment. The
manager parameters 747 correspond to the team arrangement and team management policy of the virtual manager. In this embodiment, themanager parameters 747 include fielding position when active 747 a, demandedextra hitting power 747 b, demandedsafe hitting power 747 c, demanded runningpower 747 d, demanded startingpower 747 e, and demandedrelief power 747 f, for example. Themanager parameters 747 may also include a predetermined thinking routine concerning strategies of such as utilization of players, bunting, and hit-and-run play. - The fielding position when active747 a is the fielding position of the virtual manager when active, and arranges that a player character of the same fielding position is selected with a higher probability in the negotiation setting process.
- The demanded
extra hitting power 747 b, demandedsafe hitting power 747 c, and demanded runningpower 747 d correspond to the tendencies in quality required of fielders, that is, a player character satisfying these requirements is selected with priority. For example, if the demandedextra hitting power 747 b is “4 and above” and the demandedsafe hitting power 747 c is “1 and above” in their comparison, the manager has a tendency to think much of long hits rather than the batting average. If the parameters have the opposite relation, the manager has a tendency to gain points step by step with a high batting average, rather than to gain points by long hits. - The demanded starting
power 747 e and demandedrelief power 747 f show the tendencies in quality required of pitchers, that is, a player character satisfying these requirements is selected with priority. For example, if the demanded startingpower 747 e is large and the demandedrelief power 747 f is small in their comparison, the manager has a tendency to think much of starting pitchers, and if opposite, the manager has a tendency to think much of relief pitchers. - The game player's team is not provided with a virtual manager, since the game player itself serves as the manager in command.
- [Description of Process Flow]
- FIG. 20 to FIG. 22 are flowcharts for describing the changes contents setting processing in this embodiment. Note that steps different from those in the first embodiment are affixed with numerals in the300 s.
- As shown in FIG. 20, in the changes contents setting processing in this embodiment, the players
configuration changing section 223 refers to the demanded parameter values for foreign players based on themanager parameters 747 of the team in the selection of a foreign player (step S300). Foreign players with parameters satisfying such demands are searched for (step S302), and, if any player characters satisfying the demands are found (step S304; Yes), a foreign player is selected at random from the found player characters (step S306). On the other hand, if any player character with parameters satisfying the demands is not found (step S304; No), the negotiation is cancelled. - In FIG. 21, likewise, the players
configuration changing section 223 refers to the demanded parameter values for foreign players based on themanager parameters 747 of the team in the selection of a foreign player (step S310). Foreign players with parameters satisfying such demands are searched for (step S312), and, if any player characters satisfying the demands are found (step S314; Yes), a foreign player is selected at random from the found player characters (step S316). On the other hand, if any player character with parameters satisfying the demands is not found (step S314; No), the negotiation is cancelled. - In FIG. 22, in the selection of trade-intended player characters, the demanded parameter values for domestic players are referred to based on the
manager parameters 747 of the team other than the game player's team (step S320). Theplayer information 732 of the player characters registered in the registered domesticplayer identification information 734 f of the team is referred to, the player characters with parameters satisfying such demands are removed from the objects of the selection (step S322), and a player character is selected from the other domestic players (step S324). - Likewise, in the selection of a second trade-intended player from a team operated by the computer, the demanded parameter values for domestic players are referred to based on the manager parameters747 (step S326) before step 176, the
player information 732 of the player characters registered in the registered domesticplayer identification information 734 f of the team is referred to, and the player characters with parameters satisfying such demands are removed from the objects of the selection (step S328). - In this way, according to the arrangement that a virtual manager is provided to reflect its characteristic in the configuration change of player characters owned by the team, each team controlled by the computer can be gradually characterized over trades and foreign player acquirement negotiations. Thus, the game player can play games against teams with more distinct characteristics as the game proceeds, thereby increasing the enjoyment in the game play.
- Description will be made of a third embodiment to which the present invention is applied with reference to FIG. 23. This embodiment is characterized by a function of automatically generating non-belonged, unregistered foreign players. Note that this embodiment can be implemented basically by the same constituent elements as those in the first and the second embodiment, to which the same reference numerals and symbols are affixed and of which description will be omitted as appropriate.
- [Description of Function Block]
- FIG. 23 is a functional block diagram showing an example of the functional configuration of this embodiment. As shown in the drawing, the
game computing section 22 in this embodiment includes acharacter generating section 227 and ascouting section 228. Thegame information 72 includes acharacter generating program 727 for permitting theprocessing section 20 to function as thecharacter generating section 227, and ascouting program 728 for permitting it to function as thescouting section 228. - The
character generating section 227 generates a non-belonged, unregistered foreign player to be added to theplayer information 732. More specifically, a player list may be provided in advance that includesplayer identification information 732 a and player's names related thereto, and, each time a new foreign player is to be generated, one may be selected at random from the player list and the parameters of the selectedplayer identification information 732 a may be set at random to be added to theplayer information 732. In this embodiment, thecharacter generating section 227 generates 1 to 3 new characters for every predetermined period of time (2 months, for example) in the game world. Alternatively, thecharacter generating section 227 may generate characters a predetermined number of times with random timing during the official game period. - In this way, the
character generating section 227 creates new foreign players other than the prearranged foreign players, thereby allowing the acquirement of a completely new foreign player as if the player was scouted from a foreign baseball league. In this embodiment, additionally, since the parameters of a newly generated foreign player are set at random, there may happen to appear an all-round player character or a player character with a particular specialty, thereby adding unpredictability to the game. - When the game player sets in advance the conditions of a foreign player desired to be acquired, the
scouting section 228 regularly searches theplayer information 732 to judge whether or not any non-belonged foreign player satisfying such conditions exists. If a foreign player satisfying such conditions is found, the game player is informed on the game screen that a desired foreign player exists. That is, the game player can use a virtual scouter by thescouting section 228, thereby the operability of the game can be increased. This is especially effective if thecharacter generating section 227 generates foreign players with random timing. - The conditions set in advance by the game player, which are used by the
scouting section 228 as the search conditions, are temporarily stored in thegame information 72 asscout condition information 748. In the same manner as themanager parameters 747 in the second embodiment, for example, the contents of thescout condition information 748 may include the fielding position when active 747 a, demandedextra hitting power 747 b, demandedsafe hitting power 747 c, demanded runningpower 747 d, demanded startingpower 747 e, and demandedrelief power 747 f. - [Description of Modification]
- Note that the present invention is not limited to the first to third preferable embodiments described above, and that its constituent elements may be added, omitted, or modified as appropriate within the scope of the invention.
- Although a configuration change of player characters owned by a team can be made during the official game period in the embodiments above, it may be arranged that it can be made before or after the official game period (competition period), that is, in the off-season, for example. During the off-season, the changes contents setting processing and player configuration changing process are executed when a predetermined operation is made, for example. At this time, the parameter values at the end of the last official game period are used as the team parameters.
- Although the player configuration changing process is arranged that a trade or foreign player acquirement negotiation with a predetermined number of days having elapsed from the negotiation starting date is brought into execution (reflected in the game), such conditions may be omitted.
- Although a trade is described as an exchange of a player character for another player character, the so-called “money trade,” which is an exchange of a player character for money, may also be possible.
- The acquired
money 732 d is set in advance also for domestic players, for example. In step 174, a player character desired to be acquired is selected as a first trade-intended player from the domestic players owned by the team as a trading partner. If the releasing team is the game player's team, the game player selects to or not to accept the trade, and if the releasing team is a computer team, the decision is made at random. - When the trade is accepted, a comparison is made between the
fund 734 c of the team desiring the acquirement and the acquiredmoney 732 d of the selected player character. If thefund 734 c exceeds the acquiredmoney 732 d, the changescontents setting section 222 judges the success of the negotiation, that is, the success of the acquirement, and registers in thenegotiation contents information 744 the identification information of the player character and information on the negotiation contents to set the success orfailure flag 744 c to “1 (negotiation succeeded).” On the contrary, if thefund 734 c does not exceed the acquiredmoney 732 d, the changescontents setting section 222 judges the failure of the negotiation, that is, the failure of the acquirement, and registers in thenegotiation contents information 744 information on the negotiation contents to set the success orfailure flag 744 c to “0 (negotiation failed)” (seestep 158 to step 164). When the negotiation goes through, the playersconfiguration changing section 223 transfers the change-intended player from the releasing team to the acquiring team, and transfers the acquired money from thefund 734 c of the acquiring team to that of the releasing team. - The entire disclosure of Japanese Patent Application No. Tokugan 2003-067374 filed on Mar. 12, 2003 including specification, claims, drawings and summary are incorporated herein by reference in its entirety.
Claims (18)
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JP2004275231A (en) | 2004-10-07 |
JP3944460B2 (en) | 2007-07-11 |
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